
CINEMATICS
This section showcases personal projects as well as professional work developed for video games and film production companies. Currently, many of the projects are under NDA (Non-Disclosure Agreement), limiting public sharing of certain materials. Once the games or content are officially released, I will update this portfolio with those works to provide a fuller representation of my experience and capabilities.
Blast Barrier Babe (My First Project) "Unreal 4.27"
What I Did:
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Composed and edited virtual cameras using the sequencer.
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Managed character animations.
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Oversaw VFX.
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Created the butterfly path using blueprints.
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Conceptualized the storyboard.
Temple Of God (My second project) "Unreal 4.27"
What I Did:
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Composed and edited virtual cameras using the sequencer.
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Handled character animation and manipulation.
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Retargeted animations and adapted them to the characters.
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Adjusted lighting and atmosphere for desired effects.
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Managed and modified VFX using Niagara.
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Implemented changes to the level design.
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Created the storyboard.
DiscoNight
(Unreal 5.3 Workflow)
What I Did: (About 12 hours of production)​​
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Created blockout scene.
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Added and edited spotlights.
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Created an emissive master material with Blueprints.
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Added and edited atmosphere, post-process volumes.
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Added an emissive video screen.
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Composed and edited virtual cameras, aspect ratio, exposure, etc.
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Added and manipulated animations for 3D Characters,
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Added 3D characters from Mixamo.
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Retargeted animations and adapted them to the characters.
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Exported with Movie Render Queue for high-quality rendering.
Low Night Rain
(Unreal 5.4)
Project Type: Cinematic for VideoGame (Unused)
Studio: Serafini Production
Game: Low
Role: Cinematic Artist
Software Used: Unreal Engine, Blender
Time Spent: About 8 hours of production
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What I Did
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Created a high-quality cinematic sequence with detailed visual fidelity
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Rigged the car using Blender
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Developed the cinematic scene and applied textures in Unreal Engine
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Designed the rain effects and atmospheric mood using Ultra Dynamic Sky
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Crafted lighting and composition to achieve a photorealistic look
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Animated cameras to enhance the narrative impact
Low Face Animations
(Unreal 5.4)
Project Type: Facial Animation / Performance Capture
Studio: Serafini Production
Game: Low
Role: Facial Animator, Motion Capture Artist, Technical Animator
Used: Metahuman Animator, Unreal Engine, Metahuman
Time Spent: About 16 hours of production
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What I Did
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Captured facial expressions using Metahuman Animator
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Processed and refined the animation within Unreal Engine
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Applied Metahuman technology to achieve high-quality facial movements
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Synced expressions with voice acting for realistic performance
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Integrated facial animation into the game engine, ensuring smooth and cohesive visual storytelling in Low
Low Trailer Footage Showcase
(Unreal 5.4)
Project Type: Facial Animation, Body Animation, Shots For Cinematic Trailer
Studio: Serafini Production
Game: Low
Role: Facial Animator, Motion Capture Artist, Technical Animator, Cinematic Designer
Used: Metahuman Animator, Unreal ControlRig, Metahuman
Time Spent: About 16 hours of production
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​What I Did​
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Body Animations: Creation of fluid and realistic animations using Unreal Engine's Control Rig.
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Facial Animations: Development of detailed and engaging facial expressions with MetaHuman Animator, ensuring a high level of realism.
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Digital Camera Management: Configuration and animation of cameras to create dynamic and narrative-driven shots.
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Shot Creation: Composition and editing of shots within Unreal Engine's Sequencer, focusing on timing and transitions.
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Post-Production: Optimization of renderings and integration of visual effects for the final result
Automotive Test Drive
(Unreal 5.3)
Project Type: Automotive Cinematic (Personal Project)
Role: Cinematic Artist, Rigger
Software Used: Unreal Engine 5.3, Blender
Time Spent: Approximately 10 hours​
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What I Did:
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Rigged the car model in Blender for animation
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Designed and assembled the driving path within Unreal Engine
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Set up lighting to enhance the vehicle's appearance and environment
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Composed and animated camera movements using Sequencer
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Developed the level design to support the cinematic flow
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Performed final polishing and rendering for presentation​
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Characters Illustration
(Unreal 5.4)
Project Type: Illustration Cinematic
Studio: MaxMarGames
Game: Tarot Soul
Role: Cinematic Artist / Lighting Artist / Face Animator
Software Used: Unreal Engine 5.4, Adobe Premiere Pro
Time Spent: Approximately ~2–3 hours
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What I Did:
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Full lighting setup for the scene
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Facial animation for both characters
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Camera work and shot composition
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Texture modifications and optimization
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Sequencer setup and cinematic refinement
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Default Weights – Horde Encounter
(Unreal 5.4)
Default Weights – Horde Encounter
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Project Type: Social Media Trailer / Promotional Content
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Role: Cinematic Artist / Animator / Lighting Artist
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Studio: MaxMarGames
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Game: Tarot Soul
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Software Used: Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects
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Time Spent: Approximately 8 hours​
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What I Did:
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Scene animation (body & facial)
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Lighting setup and mood design
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Camera animation and shot composition
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Integration and editing of voice-over audio
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Sequencer setup and final cinematic rendering
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Miniboss Encounter
(Unreal 5.4)
Project Type: Social Media Trailer / Promotional Content
Role: Cinematic Artist / Animator / Lighting Artist / VFX Artist
Studio: MaxMarGames
Game: Tarot Soul
Software Used: Blender, Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects
Time Spent: Approximately ~1 month​
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What I Did:
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Created non-combat body animations
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Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body)
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Facial animation for main characters
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Texture adaptation for both environments and characters
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Partial level design modification
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Hair and weapon creation/adaptation for integration with characters
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Visual effects design using Niagara
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Lighting setup, camera animation, and shot composition
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Sequencer editing and final cuts
The Fool Vs The Emperor
(Unreal 5.4)
This cinematic is the second part of a two-part sequence, featuring different voice-over and musical score, while maintaining consistent animation, lighting, and VFX work to ensure narrative continuity.
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Project Type: Social Media Trailer / Promotional Content
Role: Cinematic Artist / Animator / Lighting Artist / VFX Artist
Studio: MaxMarGames
Game: Tarot Soul
Software Used: Blender, Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects
Time Spent: Approximately ~1 month​​​
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What I Did:
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Created non-combat body animations
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Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body)
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Facial animation for main characters
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Texture adaptation for both environments and characters
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Partial level design modification
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Hair and weapon creation/adaptation for integration with characters
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Visual effects design using Niagara
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Lighting setup, camera animation, and shot composition
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Sequencer editing and final cuts