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Unreal Tournament - Liandri Guard vs The Corrupt

Secret Level - Unreal Tournament: Xan
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Created entirely in Unreal Engine 5.3, the episode features real-time workflows spanning rigging, layout, animation, and FX. Rendering was achieved using Lumen, with ray-traced shadows and reflections wherever available.
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Another fight sequence I had the pleasure of owning in its entirety, along with two more sequences that come right after. In total 89 shots across three sequences. The hallway fight was a lot of fun to craft but also technically challenging, especially due to the complex FX, like VDB explosions and thick post-explosion smoke.
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This project was a true labor of love, made possible by the insanely talented art badasses at Blur. You guys inspired me every day, pushed me to be better at my craft, and made this madness possible!

https://www.artstation.com/jbcambier
https://www.artstation.com/m0j0
https://www.artstation.com/damscool
https://www.artstation.com/allachernova

If you haven’t already, go watch Secret Level on Amazon! The show is a love letter to video games, and I couldn’t be more proud of how it turned out.

https://x.com/SecretLevelonPV

Done entirely in UE 5.3. I was responsible for Lookdev, Final Lighting, Comp, and modeling of the destroyed interior

I was flooding them with overpowering red light from the arena—it really adds to the aggression of this sequence.

I was flooding them with overpowering red light from the arena—it really adds to the aggression of this sequence.

Explosion is VDB plus Niagra

Revealing the Liandri soldier with smoke and light was a fun challenge, balancing fog density and placement.

Revealing the Liandri soldier with smoke and light was a fun challenge, balancing fog density and placement.

Possibly one of my favorite shots—I did the environment modeling for the destroyed hallway, lighting/look dev, all the smoke VDBs, and the final compositing.

Possibly one of my favorite shots—I did the environment modeling for the destroyed hallway, lighting/look dev, all the smoke VDBs, and the final compositing.

Since these shots don’t exist in isolation, it’s crucial to balance the look with the continuity and geography of the sequence.

Did you catch the Corrupt logo easter egg?

Did you catch the Corrupt logo easter egg?

The main challenge of this sequence was balancing the neutral tones of the interior with the intense red light from the arena, all while avoiding muddied colors and maintaining a dark, moody atmosphere.

The main challenge of this sequence was balancing the neutral tones of the interior with the intense red light from the arena, all while avoiding muddied colors and maintaining a dark, moody atmosphere.

All the fast-paced action and multiple characters in blocky black armor made this a great lighting challenge. I focused heavily on blocking and ensuring quick readability.

All the fast-paced action and multiple characters in blocky black armor made this a great lighting challenge. I focused heavily on blocking and ensuring quick readability.

I used electrical sparks to emphasize the action and create strong, dynamic silhouettes.

I absolutely love intimate close-ups—they're so much fun to light!

I absolutely love intimate close-ups—they're so much fun to light!

I adjusted the mood toward the end of the sequence to reflect the pacing and action, introducing more hot white light from the arena to highlight the defeated robot and silhouette the Liandri soldier.

I adjusted the mood toward the end of the sequence to reflect the pacing and action, introducing more hot white light from the arena to highlight the defeated robot and silhouette the Liandri soldier.