Showreel Breakdown
Clip 1 - Virtual Studio With a View
My Contribution: Environment assembly and technical setup.
The Build: I modeled the custom studio furniture and structural assets in Blender. In Unreal, I composed the scene, handled all texturing and lighting, and built the beach environment using external assets and the Water Ocean Body system.
The Tech: I engineered a live weather-sync system that pulls real-world forecasts to trigger dynamic rain effects created in Niagara.
Sand Texture & Foliage: Smart Poly
Clip 2 - Desert Ruins
My Contribution: Environment assembly and procedural Blueprint development.
The Build: I focused on level design and lighting within Unreal Engine, using marketplace assets to create a cinematic atmosphere.
The Tech: I scripted a custom Blueprint tool that procedurally duplicates geometry with randomised offsets. I also handled animation retargeting using MoCap data for creature rigs.
Characters: Creature rig
Geometry & Textures: Fab
Clip 3 - Basketball Virtual Studio
My Contribution: Asset modification, custom modeling, and graphic design.
The Build: I rebuilt and adapted the studio base for a basketball broadcast, modeling new 3D assets in Blender and designing 2D player profiles in Photoshop.
The Tech: I managed the look-dev to create a cohesive, broadcast-ready basketball aesthetic and implemented a real-time data pipeline using Unreal Engine’s Remote Control system for live stat updates.
Virtual Studio Base: Evermotion
Clip 4 - Transition
My Contribution: 3D motion graphics and animation.
The Build: I designed and animated this 3D transition in Blender to bridge basketball and football segments.
The Tech: I focused on timing and motion blur to maintain visual momentum.
Clip 5 - Player Profile
My Contribution: Asset modeling and live-data system implementation.
The Build: I modeled hero assets in Blender and integrated them into Unreal Engine for texturing, lighting, and animation.
The Tech: I implemented a real-time data pipeline using Unreal Engine’s Remote Control system for live stat updates.
Clip 6 - Finish Line
My Contribution: Environment assembly, material authoring, and dynamic system integration.
The Build: I created track textures in Adobe and handled full scene assembly and cinematic lighting in Unreal Engine.
The Tech: I used AI-driven texture variation for runner diversity and wired real-time updates via Remote Control API.
Characters & animations: Mixamo
Clip 7 - Houston, We Have a Graphic
My Contribution: Environment assembly and cinematic lighting.
The Build: I assembled the space environment in Unreal Engine focusing on scale, depth, and composition.
The Tech: I used high-fidelity lighting and post-processing for a cinematic “interstellar” look.
Textures: 3dtextures
Clip 8 - Mayday
My Contribution: Procedural environment design and technical animation.
The Build: I used Unreal Engine PCG to scatter foliage and created VFX including spaceship smoke with Niagara.
The Tech: I directed the sequence in Sequencer and blended MoCap data for cinematic storytelling.
Models: Spaceship
Characters:: Astronaut
Drone
Animations: Mixamo
Foliage: Fab