Interactive Environments
Dystopian Vista
A short animated clip of a dystopian game concept I made in Unreal Engine 5. I started with a base landscape and added some broken skyscrapers. Then, I blended lights with fog to desaturate the scene and create a dreary mood. Next, I layered in the weather effects of lightening and dust to add to the cold feel of nuclear winter. After, balancing the lighting with atmosphere, I added two characters, camera movement, fire FX, and soundtrack. Viola! A future that none of us wants to ever see in real life.
Cave of the Watcher
Listen to the sound of the thunderstorm and the crackling of the camp fire. To compose this scene, I used Quixel Megascan materials, keyframe animation (character breathing), niagara particles (fire), lumen (lighting), and metasounds (thunder, rain, crackling fire). The character is a custom character, Caraskel who comes from my 7th Cycle storyline. A fictional journey through eons of time and reincarnation that brings the seeker to an ever expanding view of humanity, and it’s place in the cosmos.
RPG Adventure
I love prototyping games in Unreal Engine. This one is heavily inspired by the classic Dungeons & Dragons RPG genre. Comment or like if you’d like to see what this courageous elven warrior discovers in the valley below.
Eyes of Winter
A prototype for a third-person survival horror game set in the frigid wilderness of Eastern Canada. This video, highlights the environmental interactions and UI to guide the player along the story line.
Particle Swarm Dance
Created in Unreal Engine software using it’s native Niagara particle system. Beautiful and fun.
Space Game Prototype
I’ve always been eerily fascinated with the idea of human space exploration. So exciting, yet so frightening at the same time. One misstep and you could get lost in a void so vast, it is beyond comprehension. Elements of this scene are a static mesh spaceship, Daz3D character converted to the UE5 skeleton, HDRI nebula background, Niagara particle system for jetpack. The animations are stock and will require some customization. I’m playing around with the feel of low-gravity in the player controls. I tweaked the world gravity, character acceleration, and animation speed to sell the weightlessness of outer space. The jetpack is rigged to an input on the player controller. You can press a button for a slight jump or hold the button for activating the jetpack. The story? Maybe this guy’s spaceship stalled out somewhere in the Blue Nebula. As he grumbles about his job, he opens the airlock, steps out into the cold, and gets to work. And you thought your commute was bad… 😆
Lost World of Eridu
