War of the Worlds in Unreal Engine

Chris Farkouh built a War of the Worlds film project with Unreal Engine, Maya, Marmoset Toolbag and Substance 3D Painter.

Archive translation. Specifications, services and availability reflect the original publication date in 2021. Verify current compatibility before production use.

A virtual-production study

Technical producer Chris Farkouh developed a film project based on H. G. Wells’s “The War of the Worlds”, primarily in Unreal Engine, with Maya, Marmoset Toolbag and Substance 3D Painter supporting the asset and look-development workflow. The original workshop report was edited by Arti Sergeev for 80 Level.

Farkouh studied Theatre Practice with a focus on lighting design, then worked on live events at Heart Productions and advanced to technical director. His projects included the London premiere of “The Twilight Saga: Breaking Dawn — Part 2”.

From live events to real-time imagery

His production-management work included Coca-Cola’s “Be Active” pavilion at the 2014 Winter Olympics in Sochi and scenic construction for the main stage of “Tomorrowland: The Elixir of Life”.

Inspired by narrative games including “Uncharted 4” and “Until Dawn”, Farkouh studied Unity and C# through CG Spectrum. He selected Wells’s novel because its Surrey setting was local to him.

In Chris Farkouh’s interpretation of “The War of the Worlds”, the Martians attack with three-legged machines.

Workshop coverage

The report covers Farkouh’s background, his CG Spectrum training, the project, virtual production in Unreal Engine, the production process and cinematography. Readers should test the described tools and workflow before production use.

Read the complete report at 80 Level, or visit Chris Farkouh’s homepage.

War of the Worlds — Chris Farkouh
https://player.vimeo.com/video/596695728?h=54771e20d9

London’s Burning Composition
https://player.vimeo.com/video/626671000?h=f219366373

Tripod Animation Workflow
https://player.vimeo.com/video/576719306?h=ea12d542f2