Works Justas Viškelis
Uraga Scene
Cinematic Lead · Technical Lead · Real Time · UE5

Uraga Scene

Studio
Uraga
Year
2023
Role
Technical Lead · Cinematic Lead
Performance
Real Time · Optimized
Concept Role & Team Video Process Challenges

An alien chamber, entirely organic in form, no hard surfaces anywhere. Crystals and rotating dynamos fill the dark space.

As the sequence plays, the crystals grow brighter and the chamber wakes up. The dynamos spin faster and faster until support arms slam into place to stabilize the structure.

The sculpt and original animation were created earlier by other artists at the studio. My part began in 2023: assembling everything into Unreal Engine 5, then leading materials, lighting, camera, VFX, optimization, and final render with one other artist.

The scene runs fully in real time. It needed to maintain a stable framerate while moving freely through the environment, rather than being built around a single camera angle.

A breakdown of how the scene came together, from a bare mesh in engine to the final lit and animated sequence.

01 Foundation

Static meshes placed in engine with a single light source, no materials yet. This first pass exists to check scale, silhouette, and how the camera would move through the space before any shading work begins.

Static mesh blockout in Unreal Engine
02 Pipeline

Project structured and version controlled in Perforce from the start. Clear folder hierarchy and naming kept the scene collaborative, so another artist could step in without guesswork.

Perforce revision control folder structure
03 Materials

Textures arrived in a non standard packed format, so a flexible master material was built to unpack and drive them. Structured, labeled, and built to scale across every surface in the scene. The material also carries animated emissive behavior: pulses and flowing light through the crystal veins.

Master material graph in Unreal Engine
04 Material Instances

Parameters grouped clearly inside each material instance, so any artist on the team could adjust color, intensity, or emissive behavior without touching the graph itself.

Material instance parameter groups
05 Assembly

Rigged and animated meshes came in as FBX and needed adjustment on export to behave correctly inside Unreal. Once resolved, materials were applied across the full scene.

Rigged meshes with materials applied
06 Sequencer & Animation

The full sequence broken into structured subsequences: data, VFX, audio, and separate lighting tracks for each moving element, the middle dynamo, the top dynamo, and the ceiling. Some subsequences carry close to fifty tracks. Kept organized so lighting, VFX, and animation could all be adjusted independently without conflict.

Unreal Engine Sequencer structure
SQ_ChamberScene_Data SQ_ChamberScene_VFX SQ_ChamberScene_Audio SQ_ChamberScene_LGT SQ_ChamberScene_DinamMiddle_LGT SQ_ChamberScene_DinamTop_LGT SQ_ChamberScene_Ceiling_LGT
07 Lighting, First Pass

The first lighting pass, establishing the core mood. Cold, dark, and quiet before the sequence begins.

First lighting pass
08 Lighting, Full Range

The scene shifts across a wide dynamic range: cold and dim at rest, then bright and charged with energy as the chamber wakes. Both extremes needed to read clearly while keeping the same physical space believable.

Low Second lighting pass, low energy state
High Second lighting pass, high energy state
09 VFX

Two VFX passes layered into the scene: drifting atmospheric dust, smoke that reacts to motion and light, and increasing energy strikes across the crystal core with sparks from the dynamo impacts.

VFX pass 1 VFX pass 2 VFX pass 3 VFX pass 4 VFX pass 5 VFX pass 6
Detail vs Performance

The ZBrush sculpts were extremely dense. The scene needed to run smoothly in real time without losing what made them work up close.

Dynamic Lighting

The environment never sits still. It shifts constantly from dark to bright across the sequence, which kept surfacing new artifacts in shadows and indirect lighting that had to be caught and fixed as the animation evolved.

← Back All Works