

UNDERWATER PITCH MOVIE
UNDERWATER PITCH MOVIE
UNDERWATER PITCH MOVIE
Journee
Journee

Project Overview:
This project was created as a pitch film for a confidential client and explores an atmospheric underwater world built entirely in real time using Unreal Engine 5. The film was designed both as a cinematic piece and as a visual concept, outlining how future real-time experiences for the client could look and feel.
Due to confidentiality restrictions, the final pitch film cannot be shown publicly. The material presented here consists of selected scenes from the film, edited and reassembled by me to represent the core visual direction, mood, and world-building approach. The project was developed within one week, requiring a fast, focused workflow and clear artistic decision-making.
Responsibilities:
I was responsible for the complete visual production of the project, including world building, environment design, lighting, cinematic composition, and real-time rendering in Unreal Engine 5. The project was developed during my time at Journee and included defining a visual language intended to scale into future experience-based applications under tight production constraints.
Project Overview:
This project was created as a pitch film for a confidential client and explores an atmospheric underwater world built entirely in real time using Unreal Engine 5. The film was designed both as a cinematic piece and as a visual concept, outlining how future real-time experiences for the client could look and feel.
Due to confidentiality restrictions, the final pitch film cannot be shown publicly. The material presented here consists of selected scenes from the film, edited and reassembled by me to represent the core visual direction, mood, and world-building approach. The project was developed within one week, requiring a fast, focused workflow and clear artistic decision-making.
Responsibilities:
I was responsible for the complete visual production of the project, including world building, environment design, lighting, cinematic composition, and real-time rendering in Unreal Engine 5. The project was developed during my time at Journee and included defining a visual language intended to scale into future experience-based applications under tight production constraints.
This project explores an atmospheric underwater world created as a real-time pitch film in Unreal Engine 5, developed for a confidential client. Conceived as both a cinematic piece and a visual concept, it outlines how future real-time, experience-driven applications for the client could look and feel, focusing on mood, world building, and visual language under a fast-paced, one-week production timeframe.
(Client)
Journee
(Software)
Unreal Engine 5
Davinci Resolve
(Year)
2024
(Services)
World Building
Realtime Rendering
Cinematics






Project Overview:
This project was created as a pitch film for a confidential client and explores an atmospheric underwater world built entirely in real time using Unreal Engine 5. The film was designed both as a cinematic piece and as a visual concept, outlining how future real-time experiences for the client could look and feel.
Due to confidentiality restrictions, the final pitch film cannot be shown publicly. The material presented here consists of selected scenes from the film, edited and reassembled by me to represent the core visual direction, mood, and world-building approach. The project was developed within one week, requiring a fast, focused workflow and clear artistic decision-making.
Responsibilities:
I was responsible for the complete visual production of the project, including world building, environment design, lighting, cinematic composition, and real-time rendering in Unreal Engine 5. The project was developed during my time at Journee and included defining a visual language intended to scale into future experience-based applications under tight production constraints.