JONAS MARTINY

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 developed as part of my bachelor thesis and explores virtual spaces as cultural venues shaped by real-time technology and artificial intelligence. Built in Unreal Engine 5, the experience is structured as a connected digital environment that blends an interactive art exhibition with a virtual DJ performance.


The first part of the experience is a virtual art exhibition featuring AI-generated artworks that speculate on rave culture, future club aesthetics, and imagined scenarios beyond physical reality. By combining immersive spatial design with AI-driven imagery and cross-platform accessibility, the project reflects how artificial intelligence can influence creative expression and redefine how digital events and exhibitions are experienced today.


Responsibilities:


I was responsible for the complete visual direction of the project, including concept development, environment and level design, asset creation, AI image generation, lighting, and real-time rendering in Unreal Engine 5. The project was developed in collaboration with Moritz Till, who focused on the technical implementation, including navigation systems and camera workflows.