year

20

24

SECRET LEVEL
UNREAL TOURNAMENT: XAN

Secret Level is an award-winning animated anthology streaming on Amazon Prime. Episode Unreal Tournament: Xan is a love letter to the legendary video game Unreal Tournament, reimagining its arenas and characters with cinematic flair while honoring the spirit of the game that defined a generation of multiplayer shooters.

project type

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Animated Series for Amazon Prime Video

client

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Amazon MGM Studios

project type

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Blur Studio

roles

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Environment Art, Scene Assembly

Look Development, Lighting, Compositing

URT_Tmp.jpg

Unreal Tournament

Released in 1999 by Epic Games, Unreal Tournament quickly became one of the most influential multiplayer shooters of its era. Its fast-paced arena combat, innovative game modes, and iconic maps like Facing Worlds set new standards for competitive play and helped define the culture of online and LAN gaming for years to come.

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A sequence of scenes fromsecret-level-xan-ue5-environment-lighting-artist-vladimir-somov
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181

SHOTS DELIVERED

role

.

Over the course of this project I contributed to a total of 181 shots across multiple sequences, designing the visual look for six of them. My responsibilities included environment art, scene assembly, lighting, compositing, and basic FX, ensuring each sequence carried both technical precision and cinematic impact.

pipeline & technology

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Unreal Tournament: Xan was created entirely in Unreal Engine 5, covering every step from animation and layout to scene assembly and final rendering. The production embraced a real-time rendering workflow, using Lumen over traditional path tracing. Beyond the technical achievement, there’s a poetic symbolism in building this episode within UE5 - the same engine that first rose to prominence with Unreal Tournament (1999), a title that defined its legacy.

UE5

REAL-TIME, LUMEN

software

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UNREAL ENGINE 5, NUKE, 3DSMAX, Z BRUSH, EMBER GEN

A damaged space station with debris and broken structures, and glowing red lights, set against a dark, foggy background.
A sequence of images showing a person and computer-generated characters exploring a ruined, ancient structure with large openings and debris.

CHAOS TOOLS

& THE ENGINE’S NATIVE MODELING TOOLS

environment art

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Most of my modeling was done in 3ds Max and ZBrush, though in some instances I worked almost entirely within Unreal Engine, especially for sequences involving destruction. I leveraged Chaos Tools and the engine’s native modeling tools to prototype and design rapidly. For example, the destruction of the hallway was completed in just a few days, from initial concept to a nearly finished environment.

Sequence of images showing demolition of concrete wall with machinery, revealing interior rebar and debris.
A large, gray, concrete sci-fi-style structure with angular design, viewed from multiple angles in a 3D render. It has a futuristic appearance with sharp edges and a large, open entrance in the front.

surfacing - decals & PCGs

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Surfacing the “arena” was a labor of love - I approached it as if the environment itself were a character in the show. Materials were achieved through a combination of blend shaders and carefully hand-placed decals (a lot of decals), aiming for a weathered, “miniature-like” aesthetic with stylistic exaggeration. To cover large non-hero areas, I created several custom PCGs to scatter leakage and impact decals efficiently, adding depth and visual storytelling throughout the environment.

Five large humanoid robots standing in a row inside a dark industrial building with flames on each side, blue lighting illuminating them.

“In the cold gulf between worlds, machines rebelled. We cannot fathom what turned them from useful tools into merciless killers.”

A humanoid robot with a green head and black and yellow limbs standing on a checkered floor in an industrial or outdoor setting, with concrete pillars and a large wall with black spots.

tech art (light)

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While I’m not a dedicated Technical Artist, I constantly look for ways to integrate technical solutions into my workflow and share them with the team. Anything that speeds up the process and improves results is worth exploring. For this project, I developed a range of assets, including scatter PCGs, specialized materials (localized fog, surface breakup decal kits), high-resolution concrete assets for close-ups, simple Niagara systems and even practical helpers like bounce card materials that can hijack Lumen GI.

80s& 90s

AESTHETICS OF CLASSIC SCIENCE FICTION

Silhouettes of people in a dimly lit urban environment, with some neon lights and street elements visible.
A yellow robot with a black head and green lights on its forehead, standing in a dark environment with blurred lights in the background.

LUMEN & RTX

ENTIRELY IN ENGINE

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look development

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I was responsible for crafting the look of several sequences, most notably the very first fight in the DM-KoosBarge arena “Blue” and the climactic final battle in the legendary Facing Worlds “Red”. A lot of my personal references, along with those from episode director Franck Balson, were rooted in the aesthetics of classic ’80s and ’90s science fiction. I drew heavily from films like Blade Runner, Total Recall, and Terminator 2 aiming for a mood defined by deep shadows, strong contrast, burning key light, and saturated color.

A yellow futuristic robot or vehicle on the ground in a dark blue-lit setting, with silhouetted figures in the background.

Each fight and arena was designed with its own distinct color identity, evolving in parallel with the narrative. For example, in the “Blue” fight, I wanted the blue tones to gradually dominated the frame as Xan lost the fight and the mercenaries seized control, visually reinforcing the story beats through lighting and color palette.

Close-up of a mechanical robotic hand illuminated by blue light, with a blurred background.

lighting

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All lighting was done using real time solutions Lumen and RTX ray tracing. We felt that relying on the path tracer would defeat the purpose of using Unreal, so the show was lit entirely using Lumen. This allowed Animation and Layout to work directly with lit shots, making camera and animation fixes possible with near final lighting already in place.

A computer-generated scene from a sci-fi movie showing a person in a spaceship or cockpit with a look of shock or fear, surrounded by colored wires, stems, and technical details on a digital interface.
A man with a distressed expression, inside a protective helmet, confronts another person in a dark, intense scene from a science fiction movie.
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Our toolkit was grounded in the basics: mostly point and rect. lights, injected with custom HDRI maps to add depth, texture, and realism to the lights. These HDRIs were captured from real world lights and reflectors, giving our sources a natural complexity. We also relied heavily on blockers and bounce cards to sculpt scenes and refine the look.

A woman with short blue hair and dark makeup in a futuristic setting with green lighting and a large video screen in the background

Capturing realistic skin response required some extra mental and technical gymnastics. We paid special attention to light size, shape, and chroma, as even subtle shifts could break believability. Balancing these qualities was key to getting skin to feel natural under the often dramatic, stylized lighting setups.

A close-up of a character with dark skin and painted markings on their face, looking intensely at a weapon or device.

rendering pipeline

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We worked with a vanilla build of Unreal Engine 5, identical to the publicly available version. A few custom tools were developed primarily for workflow optimization, including scene loaders and shot organizers, which helped streamline production.

One of the most crucial additions was a custom render pass system, since UE5 at the time did not natively support this. The system allowed us to decompose elements into separate passes, which were then processed in Nuke, mainly for optical effects and glow/convolution.

Four soldiers advancing through a dark tunnel with bright blue and red effects, appearing to be in a sci-fi or war video game setting.

Most shots were rendered as a single pass, with only emission decomposed, but for hero character shots we often decomposed foreground and background to correct depth-of-field artifacts, particularly on hair. This hybrid workflow gave us the flexibility to solve technical challenges while keeping the bulk of rendering efficient.

A sequence of four images showing a scene from the game Portal, featuring a portal opening in a high-tech test chamber with a robot character.

70

SHOTS IN

3

DAYS WITH

4

PEOPLE

technology

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Being the only episode in the show produced entirely in a real-time engine, our work had to stand shoulder-to-shoulder with episodes created using traditional offline pipelines. Not only did it hold up, but it also became one of the highest rated episodes of the season and of the episodes with the largest shot count and runtime. Unreal gave us an unprecedented level of speed and agility.

The best proof of this was when our team of just four artists produced a 70 shot trailer in only three days. That experience completely reshaped how I think about productivity and what’s possible, both as a team and as an individual. It pushed me to grow artistically, brought our team into perfect alignment, and gave us a huge boost in momentum and morale.

That same small group went on to handle scene assembly for the majority of the episode’s shots, kicking serious ass every step of the way.

SECRET LEVEL UNREAL TOURNAMENT: XAN

Promotional poster for the game 'Secret Level' showing a silhouette of a person walking towards a glowing green portal with a soldier, a drone, and a mysterious figure inside, with text about a revolutionary gaming anthology series and Unreal Tournament.

This project was a true labor of love, brought to life by the insanely talented art badasses at Blur. You inspired me every single day, pushed me to level up my craft, and made this madness possible. You know who you are!

Projects like this remind me why I fell in love with this craft in the first place — the mix of art, tech, and collaboration at the highest level

credits

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Series Created by: Tim Miller

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Supervising Director: Dave Wilson

Director: Franck Balson

Art Director: Alexey Andreev

Writer: Justin Rhodes

Producer: Célia Digard

unreal team

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CG supervisor: Jean Baptiste Cambier

.

Alla Chernova

Damien Peinoit

David S. Olson

Mathias Jourdes

Vladimir Somov

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If you’re looking to push your project visually, let’s talk. I’d love to help craft worlds and stories that hit with impact.

You can check out more breakdowns and shots from the episode on my ArtStation