Last Glance

Last Glance is an immersive narrative experience that treats space as the primary storytelling medium, blending physical environments with digital layers to create a deeply emotional, multi-sensory journey. From an artistic perspective, the project explores themes of memory, perception and human connection, structuring the narrative across spatial zones rather than linear timelines. The use of light, sound and visual transitions transforms the environment into a living story, where the viewer becomes an active participant rather than a passive observer.

A tech-driven immersive project designed as a dome projection experience, blending storytelling with advanced visual systems. Built primarily using UE5 for real-time environment creation, the project transforms archival data into a cinematic, spatial narrative.

The storyline follows a character existing within a virtual reality, who gradually transitions into the real world by navigating through nostalgic, data-driven memories. Through visual real-time rendering, dynamic scene building and layered visual effects, the experience creates a seamless bridge between digital and physical realms. Once the journey concludes, the character returns to its original reality hence closing the loop between memory, identity, and immersion.

A tech-driven immersive project designed for a dome projection experience, blending storytelling with advanced visual systems. Built primarily using UE5 for real-time environment creation, the project transforms archival data into a cinematic, spatial narrative.

The storyline follows a character existing within a virtual reality, who gradually transitions into the real world by navigating through nostalgic, data-driven memories. Through visual real-time rendering, dynamic scene building and layered visual effects, the experience creates a seamless bridge between digital and physical realms. Once the journey concludes, the character returns to its original reality hence closing the loop between memory, identity, and immersion.

Client

Client

Academic Project

Academic Project

Tools

Tools

Unreal Engine 5 | After Effects | Fulldome.pro 5M DOME (OPEN)

Unreal Engine 5
After Effects
Fulldome.pro 5M DOME (OPEN)

Unreal Engine 5
After Effects
Fulldome.pro 5M DOME (OPEN)

Duration

Duration

6 weeks

6 weeks

The production phase was executed in UE 5.6.1, leveraging visual real-time rendering to build a cinematic immersive environment tailored for fulldome projection. Using advanced systems like Nanite, Lumen, and Sequencer, complex scenes, lighting, and narrative transitions were developed. UE5 enabled rapid iteration and real-time playback, allowing the storytelling to evolve dynamically within a spatial, 360° environment.  

Post-production and visual refinement were carried out in Adobe After Effects, where the UE5 renders were composited into a fulldome-ready format. Using VR composition tools, layering, and motion effects, the visuals were optimized for spherical projection, ensuring correct orientation, contrast, and immersive depth. This stage focused on enhancing transitions, visual continuity, and atmospheric storytelling while adapting the content to fisheye dome master outputs required for projection systems. 

The project underwent a test run on a 5M fulldome, where the content was calibrated, warped, and evaluated in its final spatial context. This phase ensured accurate projection mapping, brightness balance, and viewer perception across the curved surface, as dome environments significantly alter motion, scale, and visual intensity.  The final output resulted in a fully immersive narrative system, where technology and storytelling merged seamlessly validating the pipeline from real-time production to experiential deployment. 

The production phase was executed in UE 5.6.1, leveraging visual real-time rendering to build a cinematic immersive environment tailored for fulldome projection. Using advanced systems like Nanite, Lumen, and Sequencer, complex scenes, lighting, and narrative transitions were developed. UE5 enabled rapid iteration and real-time playback, allowing the storytelling to evolve dynamically within a spatial, 360° environment.  

Post-production and visual refinement were carried out in Adobe After Effects, where the UE5 renders were composited into a fulldome-ready format. Using VR composition tools, layering, and motion effects, the visuals were optimized for spherical projection, ensuring correct orientation, contrast, and immersive depth. This stage focused on enhancing transitions, visual continuity, and atmospheric storytelling while adapting the content to fisheye dome master outputs required for projection systems. 

The project underwent a test run on a 5M fulldome, where the content was calibrated, warped, and evaluated in its final spatial context. This phase ensured accurate projection mapping, brightness balance, and viewer perception across the curved surface, as dome environments significantly alter motion, scale, and visual intensity.  The final output resulted in a fully immersive narrative system, where technology and storytelling merged seamlessly validating the pipeline from real-time production to experiential deployment. 

The production phase was executed in UE 5.6.1, leveraging visual real-time rendering to build a cinematic immersive environment tailored for fulldome projection. Using advanced systems like Nanite, Lumen, and Sequencer, complex scenes, lighting, and narrative transitions were developed. UE5 enabled rapid iteration and real-time playback, allowing the storytelling to evolve dynamically within a spatial, 360° environment.  

Post-production and visual refinement were carried out in Adobe After Effects, where the UE5 renders were composited into a fulldome-ready format. Using VR composition tools, layering, and motion effects, the visuals were optimized for spherical projection, ensuring correct orientation, contrast, and immersive depth. This stage focused on enhancing transitions, visual continuity, and atmospheric storytelling while adapting the content to fisheye dome master outputs required for projection systems. 

The project underwent a test run on a 5M fulldome, where the content was calibrated, warped, and evaluated in its final spatial context. This phase ensured accurate projection mapping, brightness balance, and viewer perception across the curved surface, as dome environments significantly alter motion, scale, and visual intensity.  The final output resulted in a fully immersive narrative system, where technology and storytelling merged seamlessly validating the pipeline from real-time production to experiential deployment.