Overview
This project is a short film created in Unreal Engine 5, where I combined real-time technologies with artificial intelligence. My goal was to create a dark, atmospheric visual narrative, utilizing modern, integrated workflows from character design to the final render. Below, I present the technical background of the project and the details of the pipeline I built.
Character Development: AI-driven MetaHuman Pipeline
I started the character creation process with AI-generated 2D portraits, from which I created a 3D model using a dedicated Blender plugin. I processed this geometry using the Unreal Engine MetaHuman Identity system, creating fully rigged, photorealistic characters. I modeled the clothing in Blender and simulated it with the Chaos Cloth system, then applied custom textures matching the film's dark tone.
Sound Design, MoCap and Animation Logic
I generated the characters' voices using ElevenLabs AI. I recorded body movements using video-based Motion Capture, and facial expressions with a professional mocap helmet. I drove the lip-sync and facial expressions on the MetaHuman rigs using an audio-based animation technology that analyzed the ElevenLabs audio files. In a critical scene, I fine-tuned the head movement using a custom, Blueprint-based Animation Blueprint override.
Environment Building & Look Development
I created the dark, occult atmosphere with a custom-built 3D environment. I modeled the key elements (LED pentagram, altar) from scratch. For realism, I re-textured several utilized models to achieve accurate PBR values. During set dressing, I paid special attention to micro-details, such as the worn concrete and the realistic light reflection of metal surfaces.
Dynamic Materials and Systems
I used procedural and interactive materials to bring the visuals to life. The candles are custom Blueprint actors, each equipped with a performance-friendly animated emissive material based on mathematical functions. I controlled the lighting of the ceiling pentagram using a Material Parameter Collection, allowing me to regulate the flickering of the neon tubes with a single global variable in sync with the scene's tension. I enhanced the atmosphere around the altar with a custom, built-from-scratch Niagara particle system.
Lighting (Lumen) and Cinematography
I built the lighting on the traditions of classic chiaroscuro, made real-time by the Unreal Engine Lumen system. For the lighting, I used custom, Blueprint-based light fixtures and precisely tuned spotlights, each shot further enriched with a carefully crafted array of additional light sources. I provided the flickering and texture of the lights with custom-developed Light Function materials, and the spatial depth with the subtle use of volumetric fog. To maximize the dramatic effect, I chose the focused 1.85:1 aspect ratio.