Unreal

Unreal Engine sits at the core of our real-time work, from early gameplay prototypes to fully realized experiences. We use it to develop and test game mechanics, build responsive ability and combat systems, and craft animation blueprints, cinematics, and lighting that feel polished in motion. Alongside this, we explore technical art, cloth and ragdoll simulation, character dynamics, VFX, and AI behavior, using Unreal as a sandbox to rapidly iterate, validate ideas, and push real-time storytelling forward.

Demo Reel 2025

This Unreal Engine demo reel showcases expertise across multiple areas of real-time development, including game mechanics and ability systems, technical art, animation retargeting, animation blueprints, cinematics, lighting, combat and enemy design, state machines and behavior trees, weapon systems, ragdoll physics, cloth simulation, character dynamics, and special effects. It highlights a broad, production-focused approach to building responsive, visually polished experiences in Unreal Engine.

Licenses and Certifications

Unreal Fellowship - Samurai Dojo

Samurai Dojo is a fighting game prototype created during the Unreal Fellowship: Games program, under the theme of classic arcade experiences. Built over an intensive three-week sprint, the project implements core combat and game flow entirely in Blueprints and State Trees, with all character moves driven by the Gameplay Ability System. The video showcases the full gameplay loop, from character movement and attacks to responsive enemy behavior and cinematic presentation.

Game Prototype - Third-Person Shooter

This UE5 third-person shooter prototype explores gameplay systems, content management, and combat design in Unreal Engine 5. The project integrates the Gameplay Ability System (GAS) for multiple features, including combat abilities and character actions. Particular focus was placed on building a boss behavior tree and implementing responsive motorcycle mechanics. The result is a compact but feature-rich prototype that showcases a flexible, systems-driven approach to real-time game development.

Game Prototype - Blueprints

This Unreal Engine 4.25 prototype explores survival-style gameplay inspired by the Resident Evil series, with a core focus on designing a custom gameplay system entirely in Blueprints. The project builds systems such as movement, interaction, combat, and camera behavior from the ground up, serving as a deep dive into Blueprint-based architecture. AI design and behavior are an ongoing area of exploration, with plans to expand the prototype into a fully playable experience supported by original assets and more advanced enemy logic.

Game Prototype - Shadow

Shadow is a samurai-themed third-person adventure prototype developed in UE5 Early Access. The project explores cinematic combat, atmospheric environments, and character-driven gameplay, using Unreal’s early features as a testbed for mood, traversal, and camera work. Still in its early stages, Shadow continues to evolve as new mechanics, visual ideas, and narrative beats are explored and refined.

Lighting Study - MetaHuman x Lumen

This lighting study explores how MetaHuman and Lumen in UE5 Early Access can be used to create expressive, portrait-style imagery in real time. Using a single directional light, with Lumen handling global illumination and reflections, the setup draws on classic black-and-white portrait principles where light angle and intensity dramatically shift mood and meaning. The result is a series of digital portraits that highlight how far real-time rendering has come, bringing traditional studio-lighting concepts into an interactive, Unreal Engine–based workflow.

Still Life - Nanite x Lumen

This still life study showcases the power of Nanite and Lumen in UE5 Early Access. The scene, built in just a few hours, features dense geometry rendered efficiently through Nanite, while a simple lighting setup—one directional light and two bounce lights—drives the entire look. Even with thousands of polygons and all settings pushed to high quality, the scene runs at 60fps in 4K, with no light baking, LOD management, or offline rendering. It highlights how UE5’s real-time workflow can dramatically streamline visual development for games, film, TV, and commercial production.

Lighting Study - Lumen

This lighting study explores Lumen in UE5 Early Access using a single directional light to drive the entire scene. Built in under an hour, it highlights how real-time global illumination and reflections can create rich, believable lighting with a minimal setup. Combined with Nanite’s performance handling high-detail assets, the result demonstrates how UE5 can dramatically simplify scene construction while delivering striking visual quality.

Lighting Study - Ray Tracing

This cinematic test explores real-time ray tracing in Unreal Engine 4.25 as a glimpse into the future of virtual cinematography. The scene uses fully dynamic lighting with ray-traced reflections and shadows, running at 24fps on a GeForce RTX 2080 Ti while handling extremely high levels of geometric detail. Built with assets from the Epic Games Marketplace and animations from Mixamo, and set to a track by Madonna, the piece demonstrates how game-engine technology can deliver film-quality imagery in real time and points toward a new era of production for film and episodic content.