HOUSE OF ASHES - Unreal Engine cinematics by Matteo Grossi

SENIOR CINEMATIC ARTIST | UNREAL ENGINE 4
I reworked the cameras Cinematic Designers had blocked out early in development and brought them to the quality the game needed: camera angles, camera animation and lens choice. Most of the animation was outsourced before the Cinematics team could do an informed camera pass, leaving continuity issues that meant extensive rework.