Unreal Engine 5 Reveal
Experience Flow Designer
I storyboarded the demo flow and iterated on how to present the major beats of the experience (shown in the images below). While we had a lot to showcase from a technical perspective, the core focus was highlighting our virtualized geometry and real-time global illumination technology. The flow was designed to gradually increase the on-screen geometry complexity, building up to a dramatic moment that demonstrated it all working seamlessly with real-time global illumination. Additionally, I jumped into UE5 during engine development to support the initial graybox level design.



























Producer
Tracked project development in JIRA and planned event debuts.
Maintained team alignment by setting up meeting structures, establishing processes, and coordinating project-wide reviews.
Coordinated deliverables across multiple internal departments and external partners.
Project Summary
“Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and Special Projects Art Director Jerome Platteaux (filmed in March 2020) for an in-depth look at "Lumen in the Land of Nanite" - a real-time demonstration running live on PlayStation 5 showcasing two new core technologies that will debut in UE5: Nanite virtualized micropolygon geometry, which frees artists to create as much geometric detail as the eye can see, and Lumen, a fully dynamic global illumination solution that immediately reacts to scene and light changes. Also present in the demo are next-gen features already available in Unreal Engine 4.25, such as Niagara VFX improvements, Chaos physics and destruction, animation system enhancements, and audio advancements. Unreal Engine 4.25 also includes support for next-gen consoles.”





