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.
Project / 02 · Unreal cinematic
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.

THE CHARACTERS
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.
Myla gallery



Material storytelling
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.


Face and fidelity
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.


Companion character / VIRE-7A
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.

VIRE-7A gallery





Production notes
Myla’s grounded clothing and close facial realism were balanced against VIRE-7A’s vast silhouette, organic surface growth and luminous wing structures.
Low camera angles, shallow depth of field, polluted green city light and split complementary colour shape the contrast between the two characters.
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