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The Lure - Cinematic Animation

End Game Cutscene

Vent Interaction Sequence (In-Game)

End Cutscene First Storyboards

End Cutscene Animated Storyboards

Vertical Slice Teaser Storyboards

The Lure - Cinematic Animation

The lure- cinematic animation
NAD graduation project - The Lure is a third-person atmospheric horror game made in Unreal

Tasks;

- Export and integrate animation content into Unreal Engine for cutscenes, making sure everything is correctly implemented in level sequences

- Polish cinematic animation content for in-game and pre-rendered sequences

- Iterate on cinematic content in-engine, checking timing, continuity, performance, and overall quality.

- Iterate on feedback and make variations of the cutscene to test technical limitations and clarity.

-Develop narrative for the game and cinematic events

- Make animations using MotionBuilder, and export them to Unreal Engine

- Mocap tasks;
Retargeting, characterization, feet stabilisation, pose clean up, creating loop, fixing root motion

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Hand in vent sequence

In-game sequence
This sequence occurs after finding a screwdriver to open the shut vent, which contains an object of interest.
- Using camera angles and lens effects, I aim to convey a sense of uneasiness and danger related to the corruption, the main aspect of the game.

Originally conceived to be integrated with some gameplay elements like a quick time event, this sequence was changed to fit the flow of the game better and avoid technical difficulties.

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End Game Cutscene

Pre-rendered sequence
Still in progress, this cutscene has undergone many changes to ensure it fits the gameplay and narrative, which were in constant evolution

Different steps were taken before the realisation of the final assets, allowing for changes and iterations in response to constant feedback.

1. I started by making a quick storyboard to convey the general idea and what it would contain
2. Then I did a more advanced storyboard with in-game screenshots, where I staged the character and environment to give the mood and camera angles intentions
3. Then I made a previz montage to check the flow of the cutscene and continuity between shots
4. After that, there are many iterations of shots, to explore different ideas and see which one is the most impactful

--------------The team---------------------
Technical Artist / Technical Designer
https://www.artstation.com/lorik__gauthier

Environment Artist
https://www.artstation.com/laurianebouchard3
https://www.artstation.com/lauriannec

Level Designer
https://juliengiroux7.wixsite.com/julien-giroux/the-lure

VFX and Lighting Artist
https://www.artstation.com/emker

Concept Artist
https://www.artstation.com/guillaumeangers9

Character Artist
https://www.artstation.com/jaimematurana

Sound Effect Designer
https://billaumesfx.odoo.com/

Music
https://vincentlaplante1.wixsite.com/vincentlaplante

[Winter - Spring 2026]