As Lead Technical Artist at WEVR, I worked on two location-based VR experiences developed for Warner Brothers’ Wizarding World franchise in Unreal Engine 4. The reel and renders shown here are drawn from the marketing campaign created to launch the projects. In addition to leading the technical art for the VR experiences themselves, I also produced the marketing assets, including cinematic sequences and still renders for the website launch. Given the constraints of timing, budget, and the custom engine in use, I reconstructed the environments by assembling in-game assets into a clean project, re-lighting for a more cinematic presentation, and composing and rendering the final sequences. I directed a small team—including a UE generalist, a technical animator, and a VFX artist—through this process to deliver the campaign.
Wizarding World Marketing Reel