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CINEMATIC SHOWCASE VIDEO

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Production Pipeline

Concept stage
( Photoshop )
Blockout stage
( UE5 )
Base Lighting Pass
( UE5 )
Create Assets
( Blender, Zbrush )
Set Dressing
( UE5 )
Creating Trees
( Speedtree )
Creating Landscape
( UE5 )
Texturing and Painting
(
Substance Painter )
Effects and Atmospherics
( UE5 )
Final Lighting Pass
( UE5 )
Camera Setup and Render
( UE5 )
Color Correction
( Davinci Resolve )
  • Conceptualize and Blockout The Game Level

When designing a level, getting the proportions right is crucial, but so is creating an environment that feels alive and immersive. Every detail should contribute to the atmosphere, drawing players into the world.

In this scene, the focal point is a massive mushroom house set within a dense forest of towering trees. My goal was to establish a strong sense of scale and depth, making the world feel both vast and inviting. Through thoughtful composition and lighting, I aimed to balance realism with fantasy, ensuring the environment captivates players from the very first look.

This project is more than just a study of proportions it’s about crafting an experience. By applying industry-standard techniques in level design, composition, and visual storytelling, I created a world that feels rich, atmospheric, and full of charm. The scale of the trees and the mushroom house serves as the foundation for an engaging, fantastical setting that invites players to explore and get lost in its magic.

  • Assets Creation Texturing ( Huge Trees )

Inspired by the towering trees in Attack on Titan, I set out to recreate a similarly awe-inspiring forest for this project. These massive trees serve as a key background element, enhancing the scale and atmosphere of the scene.

To bring them to life, I used SpeedTree, crafting each tree with careful attention to form and detail. While staying true to the essence of my inspiration, I also added my own artistic touch to make the environment feel unique. The result is a vast, immersive forest that captures both the grandeur of the original concept and the vision behind my world-building.

  • Assets Creation Texturing ( Mushroom House )

For the colossal mushroom house in this project, I used ZBrush for sculpting and Substance 3D Painter for texturing. My goal was to blend semi-stylized and realistic aesthetics, giving the structure a distinct personality as an abandoned, timeworn landmark.

Every detail in the texturing process was carefully considered to highlight its aged and weathered look. Dirt buildup, worn surfaces, and subtle imperfections add to its authenticity, making the mushroom house feel grounded in its fantasy setting. The result is a structure that tells a story rich in character, history, and visual depth.

  • Set Dressing

Set dressing plays a crucial role in bringing this environment to life, enhancing the atmosphere and storytelling within the scene. Every element, from scattered foliage to weathered props, was carefully placed to create a natural and lived-in feel.

Using a combination of hand-placed assets and procedural techniques, I ensured the environment felt rich and immersive. Subtle details like moss-covered rocks, fallen branches, and ambient lighting add depth and character, reinforcing the abandoned yet enchanting nature of the world. The final result is a carefully curated space that guides players’ attention while maintaining a sense of organic realism.

  • Effects and Atmospherics

  • Final Details and Lighting

  • Camera Setup and Rendering

Composition is key to capturing the viewer’s attention and guiding their experience. For this project, I used the rule of thirds to frame shots effectively, ensuring a balanced and visually engaging composition.

To enhance the cinematic feel, I implemented a custom anamorphic lens setup, adding depth and a distinct cinematic quality to the visuals. Every camera movement was carefully planned to create a dynamic and immersive experience. By combining thoughtful composition with professional rendering techniques, I aimed to craft scenes that feel both captivating and cinematic, where every frame tells a story.

  • Aerial Drone Camera Movements

For this project, I used manually keyed drone movements to create dynamic aerial shots. By leveraging Unreal Engine’s sequencer curves, I was able to simulate realistic motion, factoring in gravity and velocity for a natural feel.

Careful curve adjustments allowed me to achieve smooth, immersive camera movements that enhance the sense of scale and depth. These aerial shots not only add cinematic flair but also serve as a storytelling tool, offering sweeping perspectives that draw viewers deeper into the world.

  • Color Correction and Color Grading

Color grading plays a crucial role in defining the mood and atmosphere of a scene. To achieve a professional and cohesive look, I used industry-standard OCIO configurations and worked within the ACES color space for accurate color representation.

For this project, I crafted a mystical, greenish-hazy aesthetic to enhance the sense of fantasy and wonder. This choice helps immerse viewers in the world while adding depth and atmosphere. I also incorporated various lens effects to further refine the visuals, ensuring a rich and cinematic experience that brings the environment to life.

  • Sound Design

Sound design is a key element in creating an immersive cinematic experience. For this project, I carefully selected sound effects that bring the tranquil forest setting to life—from the rustling of leaves to distant bird calls, every detail helps draw viewers into the world.

To enhance the mystical atmosphere, I incorporated a carefully chosen background score that complements the visuals, adding depth and intrigue. Using DaVinci Resolve, I fine-tuned the synchronization between sound effects and music, ensuring a seamless blend of audio and visuals. The result is a rich, immersive experience where sound plays a vital role in storytelling.

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CATEGORY

Level Designing and Lighting

DESCRIPTION

This project is a showcase of my skills in crafting immersive and visually striking game environments. Built from the ground up, the level was designed to function as both a playable space and a cinematic experience. At its heart is an abandoned mushroom house, standing tall in a mystical forest filled with towering trees taking inspiration from the vast landscapes of Attack on Titan.

To bring this world to life, I used a variety of industry-standard tools and techniques, focusing on both technical precision and artistic vision. Every detail was carefully considered to create an environment that feels rich, atmospheric, and engaging.

Beyond just visuals, this project reflects my passion for building detailed, interactive worlds and finding the right balance between art, design, and gameplay.

THEME

Fantasy Abandoned Mushroom House

SOFTWARES

Unreal Engine 5, Zbrush, Blender, Photoshop, Substance Painter, SpeedTree, DaVinci Resolve

PROJECT

Personal Project

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