JOSE ITURRIAGA – UNREAL

The Cabinet of Dr. Caligari

Part of the Art Directors Guild project ‘Imagined Realities: The Design of Moving Pictures’ Exhibition for IPDW 2023. The exhibit contained historical galleries featuring sketches, set drawings, concept art, stills and production artwork, as well as iconic sets re-imagined at full scale using Unreal and Twin Motion, allowing guests to stand in the middle of the designs. I was involved in the recreation of the sets from ‘The Cabinet of Dr. Caligari’ (1920-Germany),
specifically Dr. Caligari’s Fair Wagon, The Woods environment and the main village blocks of Holstenwall.
The full sets were then optimized for Virtual projection for the exhibition inside a Volume Wall stage in October 2023 at Nant Studios.

The Ascent

Short Animation for Unreal Connectors program. With assets from Unreal Marketplace,
Kitbash3D Artstation, Sketchfab and 3D Warehouse, I created a short cinematic story about a Space Explorer that ends up stranded on a foreign planet. Developed the storyline and narrative to visualize camera movements, blocking, framing and shots. Some elements were done in Blender and imported to Unreal Engine, along with AccuRig retargeting for the characters animation. It was screened during Comic-Con Museum’s ‘Storytelling Across Media’ event in October 2022.

Hollow Bridge

Short Animation for Unreal Connectors program. With assets from Unreal Marketplace,
Kitbash3D Artstation, Sketchfab and 3D Warehouse, this is a retelling of Washington Irving’s Sleepy Hollow with a bit of a post-apocalyptic/grim environment. Developed the storyline and narrative to visualize camera movements, blocking, framing and shots. Some elements were done in Blender and imported to Unreal Engine, along with AccuRig retargeting for the characters animation.

The Chemical Factory

I was mainly a 3d modeler and virtual set designer for the City environment. Created several blocks of mid-century Chinese neoclassical city of Guangzhou. Using basic photogrammetry, I modeled most of the buildings and blocks used on the short film. Textured and optimized in Blender and imported to Unreal Engine.
It screened as an official selection in several Film Festivals around the world.