ANNA KOMITSKA Realtime Environment & Generative Artist, Unreal Engine specialist. Formally in Production & Direction of Content for hologram, XR & ML-powered activations.

︎ABOUT


3D ENVIRONMENTS

     Cinematics 2025 (wip)
     Cuban Market 2025

     Dragons' Gate 2025

     HYLE 2024

     French Village Diorama 2024

     Khons 2024
     Project Titan: Craft Worlds Together 2024


PHOTOGRAPHY

     In Transit 2020

     People
     Landscapes


VIDEOGRAPHY

     On Silent 2020

     High Gloss 2020

     Super Super World 2020


GRAPHIC DESIGN

     Sofia University Installation 2025

     Thoughts on Images & Perception 2022


ART INSTALLATION

     Aesthetics of DEMOS: 2023

     Branching Genome

     Kolyo

     Time Capsules 2022

     SENSORY 2021


CONNECT

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©2025

Cinematics R&D


Work in progress. 2025.

Unreal Engine 5.6, Megascans, Houdini.
Additional assets modelled as needed in Maya, Substance 3D.

*Preview is in-engine screenshots. Cinematics to be rendered with Path Tracing, OCIO for correct colour and shadow translation.




Cinematics R&D is an ongoing series leveraging Unreal Engine’s capabilities to create believable, cinematic scenes inspired by photography and cinematography.

︎︎︎ Its creative focus is on environment mood, shape and lighting, and veers towards surrealism, isolation and the uncanny. It is a part of a wider research into immersive storytelling, spatial research, and Unreal Engine’s integration in filmmaking for previs and VP.

︎︎︎ The project is an opportunity to build optimised technical tools including -

- PCG and Blueprints - scatter and combine assets to populate and shape outdoor landscapes; program weather systems;
- Atmosphere and Post-process volumes & shaders - composit, colour-grade in real time without external LUTs;
- Shaders (including Substrate) - create optimised foliage and landscape auto-materials with layers and procedural grass, integrating terrain masks generated in Houdini;
- Sky - clouds VDB simulated in Houdini;
- Explore Metahumans and retarget animation for previs;
- Incorporate 3DGS;
- Configure nDisplay.


Inspired by Three Billboards outside Ebbing, Missouri


Focus on lighting, atmosphere, camera, procedural tools.

PCG graphs used to scatter grass types, trees, fence.
Path cut through PCG actor by curve Blueprint.

*Street and billboard textures to be added.











Inspired by The Substance




Focus on lighting, camera, Metahuman retargeting.

Animation, Substrate shaders, post-process in progress.

*Foliage painted by hand for preview. To be replaced with PCG.



Inspired by Days of Heaven






Focus on cinematography, realistic sky, Niagara (sprite for preview).

Houdini VDB clouds, fluids FX, shader with masks in progress.



Photographs


The below series explores composition, silhouette and surrealist lighting.

Landscape auto-material with procedural grass types applied.
Terrain generated in Houdini.