Everwild (ue)
2019
I had the opportunity to work on a now cancelled project from Rare - an in-engine pre re-rendered trailer for the Everwild game.
Our process required us to extract assets from Rares Perforce repository. These assets are then adapted for our production
pipeline, including modifying props and re-rigging characters to support our animation workflows before ultimately being
reintegrated into Rare’s version of Unreal Engine.
We would take those assets and start blocking out previs scenes in Maya, using temporary assets to establish timing,
composition, and staging. The project then transitions into Unreal, where we develop the next stage of previs and lock
final cameras and edits using Sequencer.
From there, we move into environment scene development and look development, creating custom environments, modifying props,
and building bespoke VFX to support the cinematic tone of each scene. Final shots are lit and rendered in Unreal, where we
relax real-time optimisation constraints and refine post-processing and lighting to achieve striking, high-impact
visuals suitable for cinematic delivery.
Tools used: Unreal Engine 4 / Maya / Photoshop
My role: Layout / Setup / Previs / Lighting / Scene & look dev / Final frame rendering





