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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:

  • Composed and edited virtual cameras using the sequencer.

  • Managed character animations.

  • Oversaw VFX.

  • Created the butterfly path using blueprints. 

  • Conceptualized the storyboard.

Temple Of God (My second project) "Unreal 4.27"

What I Did:

  • Composed and edited virtual cameras using the sequencer.

  • Handled character animation and manipulation.

  • Retargeted animations and adapted them to the characters.

  • Adjusted lighting and atmosphere for desired effects.

  • Managed and modified VFX using Niagara.

  • Implemented changes to the level design.

  • Created the storyboard.

DiscoNight

(Unreal 5.3 Workflow)

What I Did:                                                                                        (About 12 hours of production)​​

  • Created blockout scene.

  • Added and edited spotlights.

  • Created an emissive master material with Blueprints.

  • Added and edited atmosphere, post-process volumes.

  • Added an emissive video screen.

  • Composed and edited virtual cameras, aspect ratio, exposure, etc.

  • Added and manipulated animations for 3D Characters,

  • Added 3D characters from Mixamo.

  • Retargeted animations and adapted them to the characters.

  • 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

  • Created a high-quality cinematic sequence with detailed visual fidelity

  • Rigged the car using Blender

  • Developed the cinematic scene and applied textures in Unreal Engine

  • Designed the rain effects and atmospheric mood using Ultra Dynamic Sky

  • Crafted lighting and composition to achieve a photorealistic look

  • 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

  • Captured facial expressions using Metahuman Animator

  • Processed and refined the animation within Unreal Engine

  • Applied Metahuman technology to achieve high-quality facial movements

  • Synced expressions with voice acting for realistic performance

  • 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​

  • Body Animations: Creation of fluid and realistic animations using Unreal Engine's Control Rig.

  • Facial Animations: Development of detailed and engaging facial expressions with MetaHuman Animator, ensuring a high level of realism.

  • Digital Camera Management: Configuration and animation of cameras to create dynamic and narrative-driven shots.

  • Shot Creation: Composition and editing of shots within Unreal Engine's Sequencer, focusing on timing and transitions.

  • 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:

  • Rigged the car model in Blender for animation

  • Designed and assembled the driving path within Unreal Engine

  • Set up lighting to enhance the vehicle's appearance and environment

  • Composed and animated camera movements using Sequencer

  • Developed the level design to support the cinematic flow

  • 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:

  • Full lighting setup for the scene

  • Facial animation for both characters

  • Camera work and shot composition

  • Texture modifications and optimization

  • Sequencer setup and cinematic refinement

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Default Weights – Horde Encounter

(Unreal 5.4)

Default Weights – Horde Encounter

  • Project Type: Social Media Trailer / Promotional Content

  • Role: Cinematic Artist / Animator / Lighting Artist

  • Studio: MaxMarGames

  • Game: Tarot Soul

  • Software Used: Unreal Engine 5.4, Adobe Premiere Pro, Adobe After Effects

  • Time Spent: Approximately 8 hours​

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What I Did:

  • Scene animation (body & facial)

  • Lighting setup and mood design

  • Camera animation and shot composition

  • Integration and editing of voice-over audio

  • 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:

  • Created non-combat body animations

  • Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body)

  • Facial animation for main characters

  • Texture adaptation for both environments and characters

  • Partial level design modification

  • Hair and weapon creation/adaptation for integration with characters

  • Visual effects design using Niagara

  • Lighting setup, camera animation, and shot composition

  • 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:

  • Created non-combat body animations

  • Retargeted and adapted combat animations to a hybrid rig (MetaHuman head + Unreal Engine Mannequin body)

  • Facial animation for main characters

  • Texture adaptation for both environments and characters

  • Partial level design modification

  • Hair and weapon creation/adaptation for integration with characters

  • Visual effects design using Niagara

  • Lighting setup, camera animation, and shot composition

  • Sequencer editing and final cuts

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