The Circus Maximus is a collective of game development specialists, and we build high fidelity 3D experiences for game developers, founders and studios.
I present to you the director's cut of a trailer for an indie project I worked on. The original trailer was made a year ago on a tight schedule. I rendered this director's cut later, adjusted the lighting, tweaked the cameras, added post-processing effects, + a new color grade.
Recently, I created a Fighter Game Demo as a personal project to explore how combat systems work and gain a better understanding of the development process behind action-oriented gameplay.
A comprehensive demonstration of advanced gameplay systems developed within Unreal Engine 5. Focused on robust logic, performance optimization, and modular mechanics.
Hey everyone!
I had the opportunity to work on the camera, body, and facial animation for this sequence. Being one of the key moments in the game, it was exciting to contribute to a scene that carries so much weight in the overall story and character journey.
A real-time combat VFX sequence created in Unreal Engine 5, featuring missile impacts, explosions, smoke, sparks, debris, and aftermath effects.
The main fire and smoke elements were simulated in EmberGen and exported as custom flipbooks, then assembled and directed in Niagara.
ARCADE — Unreal Engine 5 Environment
A real-time arcade environment created in Unreal Engine 5.
I was responsible for the main environment production, including modeling, texturing, material creation, set dressing, lighting, and final presentation.
My part as game designer at FWD
Focused on gameplay design from concept to implementation and post-launch balancing, including combat, weapons, enemies, missions, skills, synergies, encounters, and random spawn systems.
The Quarantined District is a 3D game environment created to explore how an abandoned and restricted location could be presented as a playable game world.
In this project, I utilized the Lyra Starter Game from the Unreal Engine marketplace and adapted it for my personal portfolio. Here, I am demonstrating the technique I developed for creating window destruction.
This project was made to practice the full workflow of creating a real-time environment in Unreal Engine 5. I created all the models and materials myself, using real images as reference throughout the process.
A snowbound outpost built around a small local bar, a place where people can escape the cold, share stories, and find a bit of warmth and company after a successful campaign.