Luna Beauvois

3D Artist & Unreal Developer

About me

I am currently an XR Developer at MBD Limited, a non-profit arts organization in Leicester, where I create immersive VR experiences and lead the development of their Motion Capture and Virtual Production initiatives. I specialize in 3D character work, including modeling, rigging, and animation, and have extensive experience in Unreal Engine, utilizing Blueprint scripting and technical art workflows to bring complex immersive environments to life.

In addition to my work at MBD, I have been developing proprietary VTubing software, alongside commissioned avatar creations for clients, a project that has allowed me to combine my technical skills with my passion for character design.

As I continue to grow, I am seeking new opportunities where I can focus on specialized roles in 3D character development, motion capture, or virtual production. I am excited to contribute to a team where I can expand my skills and evolve within the industry, while continuing to pursue my creative interests.

Projects

Below you'll find a selection of the projects I've worked on, and a brief breakdown of skills used and learnt for each.

HowlCast

HowlCast is my VTuber software, built in unreal. Currently being used by 2 VTubers, this software is purpose built on a client by client basis, with models being created from scratch and lovingly integrated however is desired. Everything here is made by me.

Avatars

I created custom 3D avatars from scratch, tailored to each VTuber's brand and character specifications. These models were designed for real-time performance, allowing clients to fully embody their characters during live streams.


Integrations

The tech stack used in HowlCast currently leverages the ease of use of Live Link Face into Unreal, along with a handful of other plugins to allow direct integration with streaming services (such as Twitch) as well as text to speech synthesizers such as VTS-POG. All of these, as well as per-vtuber model selection, are handled by a master blueprint which creates a child blueprint per user.

Infinite Museum

Infinite Museum is an ongoing project at MBD Limited in partnership with two Lincolnshire heritage organizations to create a platform to tell the rich histories of artifacts contained in the archives of both organizations. This is a 6 person colocation project in line with MBD's last few. My role in this project is asset production - both environmental artwork as well as creating scalable 3D character solutions.



Voyagers

A short film, directed by myself, and produced by MBD. This project allowed me to "work-up" from my current role at the company, and expand my skills in 3D Character Modeling (end to end), Motion Capture, Virtual Production and bolster skills in communication, management and traditional 2D artwork.

You can watch the film & behind the scenes videos here.

Steel Town Tales

A 6 user colocation heritage VR experience by MBD. My role in this project was to create 3D assets, blueprinting elements including a subtitling system and to create a bespoke custom lighting shader using HLSL to allow for otherwise impossible visuals on limited hardware.

My role also extended to managing the narrator character, as well as their performance capture, processing and integration into this experience.

Steel Town Tales is a colocation MBD project, funded by the National Lottery Heritage fund, to highlight the history of Corby - a major player in the steel industry up until its shutdown in the 80’s. Our project aimed to tell the story of this steel town, from its founding by the vikings up to the closing of the works.

My role in this project was in three critical areas - shading, character performance, and modeling.

Shading

I developed a custom lighting shader using HLSL, overcoming Unreal Engine’s limitation of only supporting three movable point lights on mobile hardware. The shader enabled us to use up to 15 adjustable point lights with negligible performance cost, providing sharp stylized lighting effects. This was especially critical for creating lighting scenarios that fit the project's aesthetic needs.


Performance

For the host character’s performance, I devised a performance capture workflow that combined optical motion capture for body movements with simultaneous voice and facial data capture. We used two different performers for the body and facial/voice capture, which allowed for flexibility and made reshoots easier. The motion data was processed and integrated into Unreal Engine and parallelized in sequencer.


3D Modeling

I contributed to environmental modeling, creating stylized 3D assets optimized for real-time rendering in VR. The assets were crafted to maintain visual appeal while minimizing hardware demands, balancing aesthetics with performance.

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