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2026 · XR / Real-time environments

WrestleMania 42 XR Concept

An environment concept for WrestleMania volume production, explored through day and night lighting presentations in Unreal Engine.

My contribution
Initial concept studies, environment assembly, landscape creation, lighting and monorail Blueprint behavior.
Project tools
Autodesk Maya · Unreal Engine

I proposed an environment for the volume wall, working within the WWE 3D Graphics department’s established visual direction.

I assembled the scene in Unreal Engine using team-created assets and assets sourced from Fab. I created the landscape with Unreal tools, composed the environment and developed two lighting treatments. I also built Blueprints to animate a monorail model created by another artist.

The presentations show my day and night lighting explorations in Unreal Engine. The environment was developed with Disguise integration in mind but was not tested in Disguise.

Day presentation

Day lighting presentation of the same Unreal environment.
Visual description

A sequence of camera moves through the daylit Las Vegas concept environment. Wide views establish the desert city, elevated train route and talent displays. Closer views show distressed WrestleMania signage, architecture and lighting. Shot labels identify the individual camera studies. There is no speech or other audio.

Night presentation

Night lighting presentation of the same Unreal environment.
Visual description

A sequence of camera moves through the nighttime Las Vegas concept environment. Wide views establish the desert city, elevated train route and talent displays. Closer views show distressed WrestleMania signage, architecture and lighting. Shot labels identify the individual camera studies. There is no speech or other audio.

Environment studies

My initial concept studies

These images show my first concept drafts for the environment. I explored a weathered desert setting and a neon-lit cityscape as starting points for the project.

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