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Unity Originals
Enemies

Showcasing the power of Unity

Unity Originals are in-house productions created by Unity’s Demo Team to push our engine to its limits. These projects highlight major milestones in Unity’s evolution.

Productions

Explore our portfolio of Unity Originals: flagship projects created by Unity’s Demo Team.
Enemies

Enemies

2022 — This groundbreaking cinematic teaser features major advances in photorealistic eyes, hair, skin, and more – all rendered in real-time and running in 4K resolution.
The Heretic

The Heretic

2019 — The Heretic is a real-time cinematic employing a broad range of Unity’s graphics features, including every aspect of the High Definition Render Pipeline (HDRP).
Book of the Dead

Book of the Dead

2018 — This interactive short film is rendered in real-time and showcases Unity’s proficiency at powering high-end visuals for game productions.
Adam

Adam

2016 — Adam is an award-winning short film illustrating the real-time graphical quality achievable with beta versions of Unity 5.4.
The Blacksmith

The Blacksmith

2015 — The Blacksmith is a real-time-rendered short film developed to test the capabilities of Unity 5 and showcase the engine’s advanced graphics features.

Packages

Check out a selection of releases published over the years and dive into the details of how our projects come together.

Resources

Explore tutorials, videos, and behind-the-scenes content covering learnings from our production processes and tips to help you achieve similar results.
Hair simulation still shot

Get started with Hair Simulation

Dive into the advanced hair simulation features the Unity Originals team developed for the Enemies demo.
Enemies demo still shot

Inside Unity’s new flagship demo, Enemies | GDC 2022

Take a deep dive into the tech behind Enemies and learn how the Unity Originals team brought its groundbreaking photorealistic character to life.
The heretic still shot

Real-time VFX workflows in The Heretic | Unite 2019

Learn about the production process behind key visual effects in The Heretic and how the team employed Unity’s VFX Graph.
Digital human character Gawain

Making of The Heretic: Digital human character Gawain

Read about the process of creating The Heretic’s protagonist, from concept art to transforming 4D scans of a human actor into a realistic digital performance.
The heretic lighting still shot

HDRP lighting features in The Heretic

See how the cinematic world of The Heretic was lit entirely using Unity’s expanded real-time lighting capabilities.
Screenshot of Lasse Jon Fuglsang Pedersen speaking about the Making of The Heretic

The technology behind The Heretic

Explore the biggest challenges encountered during the production of The Heretic, plus key VFX techniques and the process of animating and rendering a digital human.
Book of the dead still shot

Book of the Dead: Photogrammetry assets, trees, VFX

Take an in-depth look at how the Unity Originals team used photogrammetry techniques to create Book of the Dead’s lifelike trees and a wealth of related visual effects.
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Book of the Dead: Quixel, wind, scene building, and more

Explore the Unity Originals partnership with Quixel and learn how Book of the Dead’s wind system, environmental design, and content optimization processes came together.
book of the dead still shot

Book of the Dead: Character and hero assets

Discover the process of turning 2D concepts into Book of the Dead’s richly detailed 3D characters, props, and other assets.
Presenter talking live

The Making of Adam: Unite 2016

Dive into the production processes for the Adam demo’s graphics, animation, and visual effects.
Still from Adam

Making a scene that looks like the Adam demo: Unite 2016

Take a step-by-step look at how to set up a project, light a scene, configure shadows, and use cinematic post effects to emulate the Adam demo.
Image showing downloadable Viking Village package

Working with physically based shading: A practical approach

Try out the downloadable Viking Village package and let this blog post guide you through assembling and illuminating a scene.
Butterfly effect

Making of The Butterfly Effect

Take a behind-the-scenes look at how Unity collaborated with Passion Pictures and Nvidia to create the short real-time rendered film The Butterfly Effect.
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Our team

Focusing primarily on graphics, Unity’s Demo Team is dedicated to exploring and extending what’s possible with Unity, pushing the limits of real-time technology, developing new workflows, and experimenting with innovative approaches. The team creates a portfolio of flagship productions called Unity Originals, as well as various smaller experimental and feature-oriented demos.

The team consists of experienced game professionals led by Creative Director Veselin Efremov, who writes and directs the projects and is responsible for their final look.

Adrian Lazar — Staff Technical Artist

Aleksander Karshikoff — Senior Manager, Content Production

Angela Diaz — Senior Content Producer

Christian Kardach — Staff Technical Animator

Hugo García Torres — Senior Animator

Lasse Jon Fuglsang Pedersen — Staff Software Engineer

Mikel Barron Bilbao — Staff Technical Artist

Mikko Alaluusua — Staff Software Engineer

Petter Flood — Artist

Plamen “Paco” Tamnev — Staff 3D Artist

Rob Cupisz — Staff Software Engineer

Silvia Rasheva — Director, Content Production

Torbjörn Laedre — Principal Software Engineer

Veselin Efremov — Principal Creative Director

Xuan Prada — Senior Manager, Artistry

Other demos

Delve into a selection of other demos and sample projects that Unity’s Demo Team has worked on.