Virtual Art Department Asset
(Virtual Art Department · Cinematic PreVis Asset)
Project Overview
This Atreides-inspired fighter asset was authored by me as part of a Virtual Art Department–led cinematic test at DNEG, focused on evaluating Unreal Engine for real-time cinematic and virtual production workflows.
I modeled, optimized, UV’d, and textured this Atreidies fighter asset, working from film-authored design reference to match scale, proportion, material response, and on-screen intent, while adapting the asset specifically for real-time performance and iteration in Unreal Engine.
In addition to asset creation, I led a previs and cinematic exploration designed to evaluate real-time layout, lighting, and iteration workflows against established offline pipelines.
The work was conducted within a supervised internal test environment. The version shown here is a clean, portfolio-safe cinematic configuration prepared specifically to demonstrate real-time virtual production workflows, and does not represent a film-delivery asset.
This material is presented solely to illustrate Virtual Art Department asset development, pipeline leadership, and real-time cinematic methodologies.
Asset Overview
Production Context
Virtual Art Department–supervised cinematic test
Based on a finished film sequence
Designed to evaluate real-time virtual production workflows
Primary Goals
Match on-screen hero asset fidelity
Support real-time lighting and camera iteration
Maintain accurate scale, proportion, and material response
PRIMARY COMPONENTS
Forward hull and wing assemblies
Central fuselage and structural spine
Rear propulsion and exhaust systems
Exposed paneling and mechanical elements
BUILD NOTES
Asset reconstructed using on-screen film reference and studio-provided reference material
Clean, production-ready topology optimized for real-time use
UVs and textures authored and packed specifically for Unreal Engine
Surface detailing aligned to the on-screen hero design
PIPELINE & TECHNICAL CONSIDERATIONS
Unreal Engine–optimized asset structure
Clean hierarchy and naming for VAD workflows
Consistent scale and pivots for layout and previs
Designed for rapid cinematic iteration in real time
TOOLS & PIPELINE
Modeling: Maya · ZBrush
Texturing: Substance Painter
Target Platform: Unreal Engine
Use Case: Virtual Art Department · Cinematic Testing · Virtual Production






