Finally, after 1 month, 3 weeks, and some days, the entire environment was ready. I was surprised the amount of work i could get into this whole project, the last scene had to be separate because I had used up all the memory space in the first sketch.
Before I started this project, it was all just in my head. I had to make paperwork for it so I don't forget any concept. I had to create options so I don't get stuck at the last minute when one idea fails.
My initial idea was to design a VR experience where the audience could walk through the environment with audio playing as they moved, using Unreal Engine as the platform. However, Unreal was unable to recognise Tilt Brush’s native (.tilt) files, which only export as .fbx or .glb. My attempts to convert the files through Blender and other tools were unsuccessful, and even if conversion had worked, the issue of vertex colours meant I would have needed to retexture the entire environment.
As an alternative, I considered staging the project as a live painting performance, but the workload — which took nearly two months to complete — made this option impractical. Instead, I used Tilt Brush’s updated camera feature to record the scenes from multiple perspectives, which I later edited in Premiere Pro.
Although the final product successfully captures the immersive qualities I envisioned, I had hoped to realise it within Unreal Engine. In the future, I intend to further explore workflows for importing Tilt Brush environments into Unreal to expand the project’s interactive potential.
I'll post the videos for each scene next. The fully edited video can't fit on here as it is over 4 GB, and Tumblr can't take more than 500mb, so I'll have to just drop the link here so you can go see it on Youtube.












