Tuna World environment made in Unreal Engine
← Development work

Unreal Engine worldbuilding / Early film prototype

Tuna World.

A short-film world shaped around a character’s search for the ocean.

The work

Build a world for a story.

Tuna World began as a self-initiated story about loneliness and the desire to find a way home. The visual brief was to make an Unreal environment that could carry that feeling through place, color, and camera movement.

I developed the world and documented its production workflow: terrain heightmaps, scene composition, character motion, Live Link tests, and detailed character adjustments. This is an early prototype and process record, not a released film.

Unreal EngineTerrain heightmapsMotionBuilderBlenderLive Link

01 / environment

Build the world first.

A drawn heightmap became terrain in Unreal. Color, atmosphere, and camera angles helped define the character’s surroundings.

Tuna World planning board
Story and world planning
Heightmap and Unreal terrain comparison
Terrain from a Photoshop heightmap
Early green Tuna World environment
Environment study / version one
Second view of early Tuna World environment
Environment study / version two
Tuna World scene composition
Scene and atmosphere

02 / movement

Give the character motion.

The prototype explored captured movement and animation workflows, including MotionBuilder cleanup, imports into Unreal, and Live Link tests.

MotionBuilder workflow screenshot
MotionBuilder workflow
Green screen motion capture test
Green screen capture test
RADiCAL motion processing screenshot
Motion processing
Unreal Live Link workflow screenshot
Live Link in Unreal
Animation selection screenshot
Animation library
Unreal Sequencer screenshot
Sequencing movement
Combined animation sequence screenshot
Animation sequences

03 / detail

Refine the point of view.

Camera perspective, UV work, eye scale, and small character details were part of making the world feel coherent from scene to scene.

Point-of-view view in Unreal Engine
Point of view in Unreal
Unreal UV texture adjustment
UV and texture study
Character pupil remapping test
Eye scale and pupil remap
Character eyelash detail
Character detail

From practice to projects

A wider visual toolkit.

This prototype shows how I work across visual concept, 3D scene building, animation workflow, and technical iteration when a story needs a world of its own.

Explore development work ↗
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