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'Tropizen' a cave environment in UE5.3

I created a cinematic render called 'Tropizen' using Unreal Engine. I combined Quixel assets, water plugins, and Megascans Rural Australia pack to build an immersive environment. I rigged the characters with Mixamo and produced the final renders in ACES workflow as EXR sequences, ready for compositing in After Effects. The result is a visually striking experience that demonstrates my pipeline expertise.



  • Planning for 'Tropizen' began with a focus on color and tone.

  • The basic blocking of Quixel's Megascans assets was done to create a cave structure.

  • Accurate scale was maintained throughout by using the Unreal Engine Quinn mannequin as a reference point.

  • This allowed for precise control over asset placement and camera angles.

  • The planning process ensured precise crafting of details, including:

- Textures

- Lighting

  • The render was created using Megascans assets and Unreal Engine's rendering capabilities.

  • The result is a render that invites viewers to explore the environment.


  • The creation process involved:

- Pipeline management

- Asset integration (Quixel, Megascans)

- Character rigging (Unreal Engine Quinn mannequin)

- Rendering (Unreal Engine)

- Attention to detail (color, tone, textures, lighting)

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