Role & Contribution
Author & Technical Instructor - Authored the comprehensive book on utilizing Unreal Engine 5 for video creation.
Curriculum Designer - Structured the content to guide video creators (videographers and filmmakers) from foundational UE5 principles to complex cinematic production techniques.
UE5 Environment & Cinematic Artist - Developed and documented all practical demonstrations and assets, including level design, lighting, and post-process concepts (as detailed in the course outline).

Goal & Challenge 
The primary goal was to provide a comprehensive introductory course on Unreal Engine 5 specifically tailored for professional videographers and filmmakers. The challenge was creating a highly structured, step-by-step curriculum that bridged the gap between traditional video production and real-time engine workflows.

Process & Content Strategy 
The book's content moves logically through the pipeline, ensuring a complete and thorough understanding for beginners. Chapters cover basic setup, engine environment, and essential terminology. Detailed instructions are provided for building realistic digital environments, including landscape sculpting and the application of various techniques for creating 3D imagery. Focus is placed on advanced features like working with Metahumans for realistic digital actors, setting up complex lighting, and utilizing the Sequencer tool for camera choreography and animation.

When I first started writing, I wrote down what I wanted to write about in bullet points which later became the chapters.

I made sure to cover the very basics of using Unreal as this was a book with only images and text not a video.

I showed how to set up terrains and terrain materials in Unreal Engine.

Book also covers using static meshes in conjunction with the landscape to create a better out come.

After setting up the project, screenshotting most of what I needed to write about. I took the images into the word document and proceeded to write about each image and the process they are showing.

It was around this time, I got into making custom mechanical keyboards, the sound and feel... can't go back now.

It is really hard to show the nuances of animating a character through images and text. So instead I focused on talking about the important functions in the metahuman animation workflow and show how I animated this character.

One of my favourite sections in the book talks about the digital cinecam actor in Unreal Engine.

I showed how a scene could be lit,  edited

After I was done writing, my editor followed my guide as a reader and gave me some notes back. There were multiple of these feedback rounds.

After the editing rounds with the draft document, the manuscript went to the designer where it was formatted and designed into something way more pleasant looking.

Book cover design... at this point I'm almost crying. An actual book, printed omg.

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