Project / 02 · Unreal cinematic

MYLA.

A survivor from the Fall of the World—developed as a MetaHuman character for an Unreal Engine cinematic exploring performance, atmosphere and the moment before everything gives way.

  • MetaHuman
  • Unreal Engine
  • Cinematic
  • Character styling
Dramatic low-angle cinematic render of Myla beneath city lights
FALL OF THE WORLD / 2026UNREAL ENGINE

THE CHARACTERS

Two presences
at the edge of collapse.

Myla belongs to the Fall of the World: a character-led setting positioned during humanity’s collapse and transition. Her clothing, expression and worn surfaces were staged to imply a life already in motion—not a pristine model waiting for a story.

VIRE-7A is her winged counterpoint: larger than life, otherworldly and designed to transform the scale of every frame she enters. Together they brought character work, environment assembly, camera design, performance and a cross-software animation pipeline into one finished cinematic.

Material storytelling

Worn in,
not worn out.

Scuffed leather, softened plaid, dulled metal and accumulated grime ground Myla in her setting. These close studies treat costume pieces as evidence: small records of where she has been and what she has survived.

WORN LEATHER / BOOTSFABRIC / PLAID / GRIMECHARACTER DETAIL / STORY CUES
Close-up render of Myla's worn boots
01 / FOOTWEAR WEATHERING
Close-up render of Myla's glove and wrist strap
02 / GLOVE AND HARDWARE

Face and fidelity

Believability
at every distance.

A clean facial presentation establishes Myla’s identity; the macro study pushes skin, brows, lashes, wetline and eye shading close enough that every material decision has to hold.

Centered clean portrait render of Myla
NEUTRAL PORTRAIT / METAHUMAN
Extreme close-up render of Myla's eye, eyelashes and eyebrow
EYE / SKIN / GROOM DETAIL

Companion character / VIRE-7A

Beautiful.
Alien.
Enormous.

VIRE-7A changes the visual grammar of the project. Her moth-like wings turn a human-scale character scene into something mythic, while split blue-and-amber lighting makes the translucent structures read as both organic and otherworldly.

  • Winged silhouette
  • Organic surface work
  • Unreal lighting
  • Cinematic scale
VIRE-7A hovering with wings spread in a city at night
VIRE-7A / FULL SILHOUETTEFALL OF THE WORLD

VIRE-7A gallery

Colour, scale
& transformation.

Low-angle portrait of VIRE-7A framed by blue and orange wings
01Split-light portrait
Low-angle full-body render of VIRE-7A under blue and orange lighting
02Body and wing illumination
Three-quarter city portrait of VIRE-7A with wings spread
03Wing structure / city light
VIRE-7A hovering over a night-time city car park
04Environmental scale
Wide environmental render of VIRE-7A standing beneath city lights
05Full silhouette / night exterior

Production notes

Two characters,
many moving parts.

01

Human and otherworldly

Myla’s grounded clothing and close facial realism were balanced against VIRE-7A’s vast silhouette, organic surface growth and luminous wing structures.

02

Cinematic language

Low camera angles, shallow depth of field, polluted green city light and split complementary colour shape the contrast between the two characters.

03

Performance pipeline

Animation and performance moved between Cascadeur, Unreal Control Rig, Maya, Blender with AutoRig Pro and Live Link before final assembly and presentation in Unreal Engine 5.

PROJECT STATUS / CINEMATIC COMPLETE

Myla and VIRE-7A.
Both inside the frame.

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