
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.
01 / environment
Build the world first.
A drawn heightmap became terrain in Unreal. Color, atmosphere, and camera angles helped define the character’s surroundings.





02 / movement
Give the character motion.
The prototype explored captured movement and animation workflows, including MotionBuilder cleanup, imports into Unreal, and Live Link tests.







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.




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 ↗