Real-Time Artist · Previs · Postvis · Unreal TD · Generalist

Elias Rodriguez

London · Available for hire

A Real-Time Artist working across film, TV and games — Unreal Engine 5, on-set capture and VFX.

Elias Rodriguez — UE5 Cinematic

How I work

Project Breakdowns

A behind-the-scenes look at how each cinematic was built — the thinking, the tools and the technical decisions that made each sequence work.

Dune Breakdown

Breakdown 01

Dune Inspired

Recreating the vast, hostile desert environment of Arrakis inside Unreal Engine 5 — focusing on scale, atmosphere and the characteristic golden haze of the source material.

Built large-scale terrain using Landscape tools and Nanite-displaced meshes to achieve real sense of scale
Volumetric fog and Lumen sky atmosphere layered to create the iconic Arrakis dust haze
Camera animation in Sequencer — low, wide shots to emphasise the desert's scale
Custom sand shader with wind-driven surface detail and subsurface scattering on dune edges
LandscapeNaniteLumenVolumetricsSequencer
Tools Unreal Engine 5SequencerLumen
Watch Breakdown →
Blade Runner Breakdown

Breakdown 02

Blade Runner Inspired

A neo-noir cityscape built in UE5 — capturing the cold, rain-soaked atmosphere of Blade Runner's dystopian Los Angeles through volumetric lighting, custom neon shaders and dynamic rain FX.

Modular city block system built in UE5 — dressed and stacked to create the layered urban density of the source
Custom emissive neon shader with bloom and lens flare — colour-graded to the blue/orange palette of the film
Rain FX system using Niagara — surface wetness material blended dynamically on geometry
Volumetric fog layers at multiple heights to create the layered smog atmosphere
Niagara FXCustom ShadersEmissiveVolumetrics
Tools UE5NiagaraMaterial Editor
Watch Breakdown →
Alien Us Breakdown

Breakdown 03

Alien Us

Building dread through atmosphere — Alien Us was an exercise in restraint. Dark, claustrophobic environments where lighting and FX do the storytelling, not the geometry.

Tight, industrial corridor environments built with modular hard-surface kits — dressed with Megascans detail
Lighting pushed to near-black — single practical light sources with heavy Lumen indirect bounce for tension
Atmospheric particle systems — dust motes, steam leaks and condensation added through Niagara
Camera work deliberately slow — handheld feel simulated through Sequencer camera rigs
Hard SurfaceMegascansNiagaraLumen
Tools UE5NiagaraMegascansSequencer
Watch Breakdown →
Shaders FX Blueprints

Breakdown 04

Shaders, FX & Blueprints

Technical deep-dive into the real-time tools that underpin all the cinematic work — custom materials, Niagara FX systems and Blueprint logic built from scratch in UE5.

Custom material functions built in the UE5 Material Editor — reusable, parameter-driven and artist-friendly
Niagara particle systems for fire, smoke, dust, steam and environmental atmosphere
Blueprint tools to automate repetitive tasks and give artists in-editor controls without touching code
Python scripting for pipeline automation — batch operations, asset management and workflow tooling
Material EditorNiagaraBlueprintsPython
Tools UE5Material EditorNiagaraPython
Watch Breakdown →
The Forest PCG

Breakdown 05

The Forest — PCG

A procedurally generated forest environment built entirely with UE5's PCG framework — exploring how to create dense, believable natural environments at scale without manual placement.

PCG graph built in UE5 to scatter and distribute foliage, rocks and ground detail procedurally across the terrain
Randomised FX system — atmospheric particles, mist and light shafts scattered non-destructively through the environment
Volumetric fog and Lumen lighting to create depth and mood through the forest canopy
Cinematic camera sequence through the environment — showcasing scale, atmosphere and real-time rendering quality
PCG FrameworkProceduralNiagara FXLumenEnvironment Art
Tools UE5PCGNiagaraLumen
Watch Breakdown →
Scapland Breakdown

Breakdown 06

Scapland

A real-time environment built in Unreal Engine 5 — exploring large-scale landscape design, atmospheric lighting and the kind of environmental storytelling that makes a scene feel lived-in.

Large-scale landscape built and sculpted using UE5 Landscape tools with layered material blending
Atmospheric lighting system — sky atmosphere, volumetric clouds and directional light to create cinematic mood
Environment dressing with foliage, water and detail passes to give the scene depth and believability
Camera sequence built in Sequencer to showcase the environment from the most impactful angles
LandscapeSky AtmosphereLumenFoliageEnvironment Art
Tools UE5LandscapeLumenSequencer
Watch Breakdown →

What I can offer you

Film & TV

I capture real sets, cast and props on location using LIDAR and photogrammetry, process the data through RealityCapture and rebuild the environment in Unreal Engine 5. Bring in additional assets, light the scene — and you have a real-time environment ready for previs or review, fast.

Games

Real-time VFX built in Niagara, custom shaders and materials in the UE5 Material Editor, Blueprints and PCG environment tools. I build effects and systems that work in-engine — not just look good in a render.

Compositing & Post

Quick comps and VFX pieces when needed — effects and materials built in Unreal Engine, with compositing experience to support previs and post pipelines.

Production Credits — Real Film & TV

LIDAR Capture Technician

Deadpool &
Wolverine

Marvel Studios · 2024Sets · Environments

2024

Capture Technician

Dune:
Prophecy

HBO · Max Series · 2025Cast · Props

2025

Unreal Engine TD

Rings of
Power

Amazon MGM Studios · 2026Studio · UE5

2026

Capture Technician

Spider-Man:
Brand New Day

Marvel Studios · Sony PicturesCast

2026

LIDAR Capture Technician

The Wheel
of Time

Amazon Prime Video · South Africa · 2024Sets · Environments

2024

LIDAR & Capture Technician

Andor
Season 2

Disney+ · Lucasfilm · 2023Cast · Props

2023

LIDAR Capture Technician

The Witcher
Season 4

Netflix · 2024Sets · Environments

2024

LIDAR Capture Technician

Luther:
The Fallen Sun

Netflix · BBC Films · 2023Sets · Environments

2023

LIDAR Capture Technician

The School for
Good and Evil

Netflix · 2022Sets · Environments

2022

Also: Sonic the Hedgehog 3 and additional productions. Full credits available on request.

Who I am

Real-Time Artist
film, TV & games

A Real-Time Artist working across film, TV and games — bridging physical sets and virtual worlds through on-set capture, VFX and Unreal Engine 5. Previs, postvis, Unreal TD and generalist work across the pipeline.

My long-term goal is to become a VFX Supervisor — and I see real-time artistry and on-set experience as the foundation for that path.

Some cinematic projects featured here use freely available community assets from libraries such as Fab, Quixel Megascans and the Unreal Marketplace. My focus in these projects is lighting, atmosphere, camera work, VFX and real-time pipeline — not modelling from scratch. This reflects how real productions work: using the best available resources efficiently to deliver results.

On-set LIDAR & photogrammetry capture On location
RealityCapture processing & asset pipeline Full pipeline
Unreal Engine 5 — cinematics, previs & tools Real-time
VFX — compositing, shaders, FX & materials Pipeline
PCG procedural environment tools In development
Elias Rodriguez

Elias Rodriguez

Real-Time Artist · London

Selected Work

Dune Inspired · Blade Runner Inspired · Alien Us · The Forest

UE5 Cinematic · Fan Project

Dune Inspired

Desert environment · Atmosphere · Volumetric lighting · Camera animation

Lumen Nanite Sequencer ▶ Watch

UE5 Cinematic · Fan Project

Blade Runner Inspired

Neon city · Rain FX · Volumetrics · Mood lighting

Rain FX Neon Shaders Cinematography ▶ Watch

UE5 Cinematic · Original

Alien Us

Creature atmosphere · Tension · Environmental FX

Atmosphere FX Tension ▶ Watch

UE5 · PCG Environment · Original

The Forest

PCG environment · Volumetric fog · Procedural detail

PCG Procedural ▶ Watch

UE5 · Environment · Original

Scape Island

Landscape · Water · Atmospheric lighting · Real-time

Landscape Lumen ▶ Watch

On-set capability

LIDAR & Photogrammetry — the full pipeline.

I've carried out LIDAR scanning and photogrammetry on real film productions — capturing sets, environments, vehicles, props and cast on location. That raw data is then processed and cleaned in RealityCapture, polygons optimised, and exported into Blender or Unreal Engine 5 — giving you production-ready assets and a fully navigable virtual set.

Step 01

On-Set Capture

LIDAR scanning and photogrammetry on location — sets, environments, vehicles, props and cast captured with production-grade precision.

LIDAR · Photogrammetry

Step 02

RealityCapture

Raw scan data processed in RealityCapture — point clouds meshed, cleaned, texture-baked and polygon count reduced for real-time use.

RealityCapture

Step 03

Blender / UE5

Optimised assets exported into Blender for any final cleanup, then brought into Unreal Engine 5 — lit, dressed and ready for real-time use.

Blender · Unreal Engine 5

Step 04

Virtual Scene

Scanned assets placed in UE5 — the real set recreated as a fully navigable virtual environment, lit and populated with scanned cast and props.

UE5 Scene Build

Step 05

Previs & Review

Director and DOP explore every shot in real time — every lens, every camera move previsualized with real location data before principal photography.

Previs · Shot Review

This is a complete end-to-end pipeline I know from hands-on production experience — from arriving on set with scanning equipment, all the way through to a navigable UE5 scene built from real captured data.

Skills & Capabilities

Available for hire — London

01

Unreal Engine 5

Sequencer & camera animation Lumen & Nanite rendering Blueprints & real-time systems PCG procedural tools Live link — connecting devices & phone as camera in UE5
02

On-Set Capture

LIDAR scanning — sets & environments Photogrammetry — cast, props & vehicles RealityCapture processing & cleanup Polygon reduction & LOD optimisation Scan-to-scene full pipeline
03

VFX & Pipeline

Compositing Shaders & materials FX & particle systems Python tool development 3D modelling & lighting
04

Cinematics

Camera animation & shot blocking Cinematography & lens work Previs for film & episodic Atmospheric lighting Motion blur & depth of field
05

Generalist

Cross-department collaboration Photography — composition & light Environment art Real-time & offline rendering Adapts fast to any pipeline

"From scanning the set to the DOP seeing their shot — I cover the whole pipeline."

Get in touch →

Available for hire

Let's build
something film-ready.

Open to freelance, contract and full-time — film, VFX and games.

poelias117@gmail.com