Unreal Engine Cinematics

Real-Time Storytelling Through Emotion, Atmosphere and Motion

This collection showcases my Unreal Engine cinematics — narrative-driven scenes built with real-time techniques. I focus on cinematic composition, dramatic lighting, camera motion and emotional storytelling. Whether it’s a game story moment, trailer sequence or standalone cinematic shot, my goal is to create impactful visuals that feel alive and meaningful. Every frame serves the story, every movement carries a purpose.

Portfolio

Gravitational field

Check out this gravitational field effect! It’s actually super easy to pull off in the Chaos System by just dropping the Radial Magnitude parameter in FS_MasterField into the negatives. And, you know the drill: quick environment setup, lights, sound, post-process, camera, action!

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

Ninja

A couple of days ago, as I was leaving a restaurant, I overheard the phrase, «Sometimes we should just talk.» I have no idea about the context in which it was said, but that single line immediately sparked this scene in my mind. Of course, I just had to bring it to life in Unreal Engine, with a little help from Chaos Systems.

Paladin | Chaos System + Niagara Fluids

So, ready for some more destruction?! 😉 And of course, it’s all in Unreal Engine 5, powered by Chaos Physics + Niagara Fluids. I quickly put together a small scene, brought in two characters with animations from Mixamo, and of course, splashed in some cool sound design.

Clouds | Niagara Fluids

Here’s another peek at Niagara Fluids, this time as clouds – or maybe very dense fog, depending on how you see it!

Dead Warrior | Chaos System

New reel: A bit of Particle, a bit of Chaos, some lighting and sound, plus scene building and Post-Processing setup.

Fabric Simulation

Just wrapped up some cloth simulation work for a character. You know me – couldn’t resist quickly building a small scene and getting some sound in there too!

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

© Anatoliy Ivashkin 2025

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