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Virtual Art Production


These projects provide an example of work that can be created to help Art Directors and Production Designers visualise set designs in 3D before committing to constructing them for filming - potentially saving time and money for the production.

It can also help film Directors and DOP's pick shots and allow Stunt Directors to plan safety requirements when combined with pre/tech visualisation.

A typical workflow example within an Art Department might be as follows:

- Receive CAD/Rhino files from the Art Department.

- Clean up/optimise geometry from CAD/Rhino for VR use within Unreal Engine. 

- UV geometry for texturing and lightmass baking in Unreal Engine.

- Create textures in Substance Painter/Photoshop

- Import geometry and textures into Unreal Engine

- Apply textures to shaders which are applied to geometry.

- Create lighting for the set.

- Create camera/player movement and additional functionality so the user can move around the set.

The above is a small list of the work that needs to be created to make the set suitable for VR. Additional optimising/procedures are also required.


The set can either be viewed on a computer monitor, large TV, IPad or headset and can be controlled either using VR joysticks or an IPad.

Below is a selection of work created for a Virtual Art Department.

The Batman is still in production so I cannot show the work

created for this project.

Click the images to read the
project description and brief
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