
DESERT
• Personal Project Hands-on Build
• Look Development | LIghting | Layout | Asset dev
Project Goal
This environment served as a flagship demonstration asset for the Prysm Stage, offering visiting productions a clear look at the quality and scale achievable through real-time worldbuilding. It acted as both a cinematic backdrop and a technical proof of concept for virtual production pipelines.
Tools & Pipeline
Unreal Engine 5.7
Substance Painter
GAEA
Houdini
Maya
Megascans / photogrammetry assets
Custom material Material Blends
VP-optimized layout and set dressing workflows


Production Goals
his environment was created as a flagship demonstration scene for the Prysm Stage at Trilith Studios—an 80’ x 90’ x 30’ LED volume built for high-end virtual production. The goal was to showcase the scale, fidelity, and lighting interactivity achievable through real-time worldbuilding, giving visiting filmmakers a clear sense of what the stage could support for in-camera VFX.
On-Set Execution
During on-set testing, I collaborated closely with the stage’s color scientist, who managed LED wall calibration and color accuracy. My role focused on evaluating how the environment performed through the camera and on the LED volume, identifying adjustments across:
Lighting and color response
Asset performance and shader behavior
Layout refinements and set-dressing composition
Real-time optimization for smooth playback
Creative and artistic notes from the client
I documented all findings and communicated them back to our team in Los Angeles, creating a tight feedback loop that allowed the environment to be refined quickly and accurately. This process ensured that technical needs, artistic intent, and production feedback were all aligned for a successful demonstration on stage.





