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XR - UNREAL BASED 

This year, I’m attending an intensive VR Specialist course focused on Unreal Engine. While the program is still ongoing, I’ve already started developing several environments and interactive scenes as part of the training. Each project explores different aspects of real-time design, from VR optimization to storytelling through lighting, composition, and atmosphere.

The Crimson Edge is a VR environment designed for PC headsets and developed in Unreal Engine 5.5.4, using static lighting and deferred rendering for optimized performance. Set in a silent back alley of Tokyo, the scene centers around a sacred katana resting within a small urban shrine.

Blending traditional Japanese iconography with neon noir aesthetics, the project explores environmental storytelling through composition, contrast, and atmosphere. The player, immersed in first-person VR, is drawn through layered geometry and glowing reflections toward the blade — the silent focal point of the experience.

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RE:MIND is a hybrid VR experience developed by a three-person team, merging interactive real-time environments with pre-rendered 360° cinematic footage. Set inside a neural simulation designed to erase traumatic memories, the player explores surreal, symbolic landscapes that progressively glitch and collapse as the system destabilizes. Built in Unreal Engine 5.6, the project leverages static baked lighting and custom-crafted transitions to fluidly blend real-time gameplay with immersive cinematic video, resulting in a cohesive and emotionally driven narrative journey.

The project is still in development and scheduled for release in December. Screenshots will be updated soon — current maps are still too shy to show their face.


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