year
20
24
UNREAL FEST SEATTLE 2024
UT99 OPENING REIMAGINED IN UE5
In homage to the legendary game and as a primer for the upcoming Unreal Tournament episode of Amazon Studios’ Secret Level anthology Blur Studio reimagined the iconic Unreal Tournament ‘99 opening cinematic. The sequence, crafted with the latest UE5, debuted on October 1, 2024, during the Unreal Fest Seattle Opening Session.
project type
.
In-Engine Cinematic
client
.
Epic Games
studio
.
Blur Studio
roles
.
Environment Art, Look Development, Lighting, Compositing
Unreal Tournament 1999 is remembered as a groundbreaking milestone in competitive gaming, blending lightning-fast action, innovative arena design, and high-stakes multiplayer battles. Its influence continues to echo through modern shooters, making it a timeless classic and an essential part of gaming history.
LOOK
DEVELOPMENT & ENVIRONMENT ART
role
.
I had the absolute pleasure of contributing to this special project for Unreal Fest, reimagining the iconic intro of Unreal Tournament (1999). As a lifelong fan of retro PC gaming, being part of this was nothing short of a dream. My responsibilities included environment modeling, look development, final lighting, and compositing—bringing the beloved opening cinematic into Unreal Engine 5 with a fresh, modern polish while staying true to its roots.
SUBWAY STATION
environment art
.
One of the environments I designed and build was the opening subway station and tunnel where the outcast humans and Skaarj hide. I aimed for a dense, visually complex, and lived-in environment that could deliver strong visual impact with a very quick read, even as the camera raced through the scene.
Unreal Tournament 1999 - Original “Subway”
OVERPASS
environment art
.
For the Overpass environment, most of my responsibility was in set dressing and adding the final touches, shaping every detail to make the space feel chaotic and dynamic. I also designed the initial lighting mood, crafting an atmosphere that would guide the eye and enhance the flow of the sequence.
THE CITY
environment art
.
Futuristic city environment was another area I had the pleasure of owning entirely from designing and building the environment to crafting the look, final lighting, and compositing. The kickass dam and highways were created by Damien Peinoit, adding key landmarks that shaped the sequence and helped connecting city with the arena. Buildings were made using a combination of “Kitbash 3D” assets and “Big Medium Small” Tokyo pack.
Unreal Tournament 1999 - Original “City”
LIANDRI ARENA
environment art
.
This iconic arena environment, a true beast of a build, was created by the incredibly talented Damien Peinoit. Lighting was a collaborative effort between Mathias Jourdes, Jean Baptiste Cambier, and myself, shaping the mood and energy of the space. I also contributed to set dressing with lights, decals, and smaller-scale objects, helping to ground the sense of scale around the dam and stadium.
LONG TAKE
pipeline & technology
.
This was another project produced entirely in Unreal Engine 5, utilizing Lumen for real-time lighting. The main challenge was creating a seamless environment capable of supporting a long take, where memory optimization and asset streaming were critical to making it work. Leveraging Nanite and virtual textures allowed us to maintain reasonable performance while keeping the environment visually rich and detailed.
MOOD
AND OVERALL FEELING
look development: & lighting
.
The look was designed to stay true to the original intro not so much visually, since the source material was limited, but in mood and overall feeling. Lighting played a key role in accentuating the environments, helping the viewer quickly read the space even as the camera never stops moving, while also adding visual interest and depth throughout the sequence.
UNREAL FEST SEATTLE 2024
UT99 OPENING REIMAGINED IN UE5
Working on this project was an incredible opportunity to pay homage to a game that shaped the childhood memories of so many. As a lifelong fan of retro PC gaming, it was a real treat to contribute. This project was brought to life through the collaboration of the incredibly talented artists at Blur, whose creativity and dedication made it all possible.
credits
.
Director: Franck Balson
.
CG supervisor: Mathias Jourdes
.
Producer: Célia Digard
_____________________________________________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