
A real-time tribute to Yoji Shinkawa's early concept art for Metal Gear Solid, re-imagined with a modern production pipeline.
The primary objective was to experiment with a custom character pipeline, integrating a sculpted suit with the Metahuman framework (Blueprint extension for individual toggleable gear).
While the character asset served as the foundation, later in the project the focus shifted to cinematography and atmosphere in Unreal Engine 5. I utilised this piece to refine my skills in VFX and editing, to create the final demo reel: "This Is Not A Trick."