From The Ashes of The Victory
The Project
A while ago, we started a shortfilm to tell part of the story of Catherine Lapointe, one of the main characters from Parallel universe. This is the first arc. Oscar Mar trusted me with the task of directing it, and honestly I could not be more grateful to him. This is a project I hold close to my heart. We had to learn so much on the fly, from workflows and VFX technicalities to lighting and editing in a style that could tell Catherine's journey in the best way possible....
A while ago, we started a shortfilm to tell part of the story of Catherine Lapointe, one of the main characters from Parallel universe. This is the first arc. Oscar Mar trusted me with the task of directing it, and honestly I could not be more grateful to him. This is a project I hold close to my heart. We had to learn so much on the fly, from workflows and VFX technicalities to lighting and editing in a style that could tell Catherine's journey in the best way possible.
- Art Direction — Oscar Mar
- Writing — Greg Lastra
- Storyboard — Dave Dick
- Previz & Layout — Mobo Boehme
- Production Manager — Tommy Alvarez
- Concept Art — Nacho Yagüe / Oscar Mar / Cristiano Rinaldi
- Lead Character Artist — Matt Corcoran
- Environment & Lighting — Kristoffer Brady / Mobo Boehme
- Animation Lead — Craig Johnston
- VFX — Mobo Boehme
- OST, Sound Design, Sound Edit — CYPHER
- Color Script / Color Grading — Oscar Mar / Mobo Boehme
- Edit — Mobo Boehme
- Produced by — Parallel //
The Process
This was one of those examples where you start thinking small, and end up going deep across many complex things. With no doubt, this is the project that has taught me the most. More than anything I've worked on before, it pushed me to go deep across the whole pipeline to be as much of a generalist as I could, from start to finish. That said, none of it comes together without the right people around you. Every discipline the team touched was handled with real craft, and that made all the difference....
This was one of those examples where you start thinking small, and end up going deep across many complex things.
With no doubt, this is the project that has taught me the most. More than anything I've worked on before, it pushed me to go deep across the whole pipeline to be as much of a generalist as I could, from start to finish. That said, none of it comes together without the right people around you. Every discipline the team touched was handled with real craft, and that made all the difference.
Pretty proud of what we built together. Hopefully you will have as much fun watching this BTS as I had editing it.

2D Previz
We were lucky to have Dave Dick in our team. He created several storyboard versions for the cinematic — originally 4 min long across four different arcs. Sadly we only had resources to finish the first one, but the longer versions were a pleasure to watch. For now, I'm only able to share the first arc of the storyboards, which you can see below. We did adjust the final output to keep a slower pace, matching the energy and the drama we needed for the scene....
We were lucky to have Dave Dick in our team. He created several storyboard versions for the cinematic — originally 4 min long across four different arcs. Sadly we only had resources to finish the first one, but the longer versions
were a pleasure to watch. For now, I'm only able to share the first arc of the storyboards, which you can see below. We did adjust the final output to keep a slower pace, matching the energy and the drama we needed for the scene.
Catherine Lapointe
We already had the character created by Lead Character Artist Matt Corcoran for other cinematics and projects at Parallel. However, the challenge was to integrate her into Unreal Engine 5 pipeline using MetaHumans, which are a great tool, but when they're left at their defaults, you can spot easily the "MetaHuman look". Having someone like Matt involved really helps with the distinctiveness of the project....
We already had the character created by Lead Character Artist Matt Corcoran for other cinematics and projects at Parallel. However, the challenge was to integrate her into Unreal Engine 5 pipeline using MetaHumans, which are a great tool, but when they're left at their defaults, you can spot easily the "MetaHuman look". Having someone like Matt involved really helps with the distinctiveness of the project.
Motion Capture & Animation
Since we only needed a few animations, we looked for a simple solution that would allow us to quickly record motion capture data and refine it later. We chose ROKOKO for this — it really provided us with a solid foundation to build upon. For the facial animation, MetaHuman Animator gave us a very decent quality, while still being controllable and making it easy to implement both subtle and strong tweaks when needed....
Since we only needed a few animations, we looked for a simple solution that would allow us to quickly record motion capture data and refine it later. We chose ROKOKO for this — it really provided us with a solid foundation to build upon.
For the facial animation, MetaHuman Animator gave us a very decent quality, while still being controllable and making it easy to implement both subtle and strong tweaks when needed.
Assets & Props
The idea was to treat this like a kitbash workflow. We built some debris assets that we could scatter across the Unreal Engine Map. For that, I ran some simple simulations in Houdini that we could reuse in different static keyframes for the spacecraft graveyard. It was intended to be the kind of place where a whole battalion of ships came down in recent events.
The assets design was done by Cristiano Rinaldi, and I helped by adapting them more to cinematic needs. I used Blender and Substance 3D Painter for that purpose....
The idea was to treat this like a kitbash workflow. We built some debris assets that we could scatter across the Unreal Engine Map. For that, I ran some simple simulations in Houdini that we could reuse in different static keyframes for
the spacecraft graveyard. It was intended to be the kind of place where a whole battalion of ships came down in recent events.
The assets design was done by Cristiano Rinaldi, and I
helped by adapting them more to cinematic needs. I used Blender and Substance 3D Painter for that purpose.
VFX
The VFX here carried a lot of weight. We were dealing with some complex close-ups and simulations, so it really had to hold up. I used Houdini for the mud, the hair and the cloth. Having a proper pipeline between Houdini and Unreal was key for the stability of the shots, which is when the Houdini to UE5 pipeline really shines.
The realtime fire was done using Niagara Fluids directly in Unreal Engine....
The VFX here carried a lot of weight. We were dealing with some complex close-ups and simulations, so it really had to hold up. I used Houdini for the mud, the hair and the cloth. Having a proper pipeline between Houdini and Unreal was
key for the stability of the shots, which is when the Houdini to UE5 pipeline really shines.
The realtime fire was done using Niagara Fluids directly in Unreal Engine.
Environment & Lighting
Unreal Engine's biggest benefit for cinematic projects is its versatility. Being able to place assets and see exactly how they will behave in the final shot, in real time, combined with the fast render speed (when using Lumen) allows for an incredibly flexible pipeline....
Unreal Engine's biggest benefit for cinematic projects is its versatility. Being able to place assets and see exactly how they will behave in the final shot, in real time, combined with the fast render speed (when using Lumen) allows for an incredibly flexible pipeline.
Concept Art
We all had a pretty clear vision from the start thanks to Dave Dick's storyboards, but our Art Director Oscar Mar quickly made some concepts that were a huge help. They gave us a concrete vision to align for the final shots....
We all had a pretty clear vision from the start thanks to Dave Dick's storyboards, but our Art Director Oscar Mar quickly made some concepts that were a huge help. They gave us a concrete vision to align for the final shots.











// Thanks for watching
















