Real-time creature created during the LAVA Workshop with the renowned artist Glauco Longhi.
It’s always an honor to learn from someone who conveys such deep technical mastery and inspires a genuine passion for artistic excellence.
I’d also like to thank my dear friend and mentor Gilberto Magno, whose journey has been a deep source of inspiration and a constant presence in my professional path throughout the years.
The concept was originally based on the artwork of Regin Wellander, and the creature was reimagined in two distinct versions: one with a more naturalistic aesthetic, and another with a decayed, aggressive look — drawing influences from games like Bloodborne, Diablo IV, and Silent Hill.
Entirely built with a real-time production mindset using Unreal Engine 5.5 (The hair was created using XGen, since I already have experience with hair cards, I decided to explore this new technique to expand my technical knowledge in grooming.