Zebra Ads | VP

Final Ad

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Final Ad

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Final Ad

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Unreal Engine Editor Previs

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

Behind the Scenes @ Be Electric

For this show, the goal was to shoot 4 ad-spots in different environments on a Volume. A Cyclist caught in a tree in a mountainous region, a Hiker caught by a Yeti being roasted on a fire in the jungle, a Falconer being carried away by a bird in the canyons, and a Window Cleaner caught tangled in ropes after the cage snapped.

For time and budget, this ended up as a stock-footage plate shoot for the Falconer, with the rest of the scenes being made for full VP in Unreal Engine 5.7; for this, I utilised the latest voxel tree tech and GPU accelerated PCG graph to spawn the dense forests for the Cyclist, did a lot of hand-painting and customised lighting for the Jungle environment, and finally quickly populated out a cityscape using satellite imagery and some procedural city blocks to knock out the Cleaner scene at speed.

For a ~2wk turn around, I'm very proud with the quality of the results, and how things turned out in camera with good lighting and production design

Date
February 8, 2026