
Kinsey Barber
3D Immersive Artist
Environment Simulation - 3D Modeling - Animation
Motion Graphics
3D Modeling
Upcoming 2025 Thesis (WIP)
2025
Autodesk Maya - Unreal Engine 5 - Adobe Substance 3D Painter - Adobe Illustrator - Adobe After Effects - Adobe Photoshop
In Progress work for my upcoming thesis short film to be released December 2025. Please Note that elements may be unfinished and lack finalized lighting and editing.
Team Project: Dusk 'til Dawn
2025
Procedural Animation Final Team Project
Personal Responsibilities:
3D Modeling - Procedural Animation - Graphic Design
Autodesk Maya - Adobe Illustrator
Modeled: Freezers, Slurpee Machine, Boxes, Soda Machine, Hot Dog Machine, Donut Cabinet, Coffee Bar, Slurpee Lid Box
Procedural Animation: Freezer Door, Slurpee Machine, Hot Dog Machine
Graphic Design: Bulletin Board Posters, End Credits Sequence
Animation
Procedural Animation
Team Project: Dusk 'til Dawn
2025
Procedural Animation Final Team Project
Personal Responsibilities:
3D Modeling - Procedural Animation - Graphic Design
Autodesk Maya - Adobe Illustrator
Modeled: Freezers, Slurpee Machine, Boxes, Soda Machine, Hot Dog Machine, Donut Cabinet, Coffee Bar, Slurpee Lid Box
Procedural Animation: Freezer Door, Slurpee Machine, Hot Dog Machine
Graphic Design: Bulletin Board Posters, End Credits Sequence
Gears
2025
Autodesk Maya - Arnold Render - Adobe Substance 3D Painter
Campfire
2025
Houdini Education
Mantra Render
3D Animation
"Boss Battle" Acting Physics
2025
Autodesk Maya
2 Character - Multishot - Story Animation - Physics Demonstration
Stand Up
2025
Autodesk Maya
Head Turn
2025
Autodesk Maya
Sculpture
Other Works
Motion Graphics
Adobe After Effects - Adobe Premiere Pro - Adobe Illustrator
Kinetic Typography - Hot Fuzz (2007)
Brand Logo Sting
Concept Art
About Me

Hello!
Hello! I’m Kinsey, an immersive experience artist based in Orlando, Florida. I am a graduate of the University of Central Florida with a B.F.A in Emerging Media: Animation & Visualization. I create large- scale immersive experiences that invite audiences to go beyond the ordinary and explore new and exciting worlds. Experienced in both digital and physical tools, I use multiple 3D design programs, game engines, and hands on fabrication to create spaces that blur the lines between reality and imagination. I aim to elevate immersive art through the use of real – time systems, connecting art with technology to create responsive and adaptive environments to gives viewers one-of-a-kind experiences.
Connect with me if I would make a great addition to your team!
Looking for work in Unreal Engine 5 Simulation, Immersive Experience Design, and 3D Modeling.
Creative Resume

In Magiam Incidere
2025 Exhibition Short FilmUnreal Engine 5 - Autodesk Maya - Blender - Adobe Substance 3D Painter - Adobe Illustrator - Adobe Photoshop - Adobe Premiere Pro
In Magiam Incidere is a 3D animated fly-through exploring a forest inhabited by magic and the repurposed ruins of a medieval castle. Alongside the glowing moonlight filtering through the trees, will o’ the wisps illuminate the path up to the castle. Inside, magical items come to life as they move about the ruins. The fly-through showcases procedural and node-based physics animation as well as specific instances of keyframed animation to create a semi-realistic environment.
Process & Development
Concept Art

The concept for In Magiam Incidere draws from various children's fantasy series and the emotions of curiosity and wonder. In Magiam Incidere invites the audience to revisit a time of childlike curiosity that blooms from the immersive exploration of the unknown and what can be learned from it. I drew inspiration from modern role-playing video games such as the Elder Scrolls and Dragon Age franchises for their open-world semi-realistic environments and physics systems. Animated films like Pixar’s Brave also provided stylistic inspiration for the animation.
Foliage, Assets, & Particles
Final Stills
Upcoming 2025 Thesis (WIP)
2025
Autodesk Maya - Unreal Engine 5 - Adobe Substance 3D Painter - Adobe Illustrator - Adobe After Effects - Adobe Photoshop
In Progress work for my upcoming thesis short film to be released December 2025. Please Note that elements may be unfinished and lack finalized lighting and editing.
Team Project: Dusk 'til Dawn
2025
Procedural Animation Team Project
Dusk 'til Dawn is a 3D animated short film created by a team of 5 with a combination of Autodesk Maya and Blender.
Personal Responsibilities:
3D Modeling - Procedural Animation - Graphic Design
Autodesk Maya - Adobe Illustrator
Models: Freezers, Slurpee Machine, Boxes, Soda Machine, Hot Dog Machine, Donut Cabinet, Coffee Bar, Slurpee Lid Box
Procedural Animation: Freezer Door, Slurpee Machine, Hot Dog Machine
Graphic Design: Bulletin Board Posters, End Credits Sequence
Models
Environment Renders
Procedural Animation
Miniature Dollhouse 3D Render Recreation
(WIP)
2025
Autodesk Maya - Redshift Render - Adobe Substance 3D Painter - Adobe Illustrator
Outside of digital work, one of my personal hobbies is miniature building. This project was inspired by a miniature kit gifted to me. I modeled a digital recreation of the physical diorama using Autodesk Maya and Adobe Substance 3D Painter. The next step for the project is creating textures in Adobe Illustrator for printed labels and container designs.
Original Product: Corner of Garden Dollhouse (Manufactured by Multiple Distributors)
Rapid Prototyping of Interactives in Real-Time Systems for Real-World Immersive Environment Developments.
Unreal Engine 5.7.2 - Unreal Engine Blueprints
Abstract
The research project analyzes the implementation of real-time simulation software into the operation of real-world immersive experiences to optimize crowd patterns in real time. The creative product is a Unreal Engine blueprint driven simulation of Actor – Structure interactions in arrangements representing common immersive experience layouts. Additionally, the simulation contains a series of interactives that can be activated and deactivated in real-time in response to visual data to refine crowd control. To achieve this, the arrangement of modular assets created in 3D modeling software will be used to simulate pathfinding events for AI Actors. The process analyzes the events to determine optimal placements for Interactives and the conditions in which an interactive should be activated or deactivated in real-time to pull crowds to specific areas. The real-time system has the potential to mitigate unfavorable crowd formation, predict optimal spatial layouts, and improve overall visitor satisfaction.
Industry Applications
• A benchmark for integrating real – time simulation software into daily operations of immersive experiences to remotely control dynamics based on live data.• Highlights potential benefits of integrating various scale interactives throughout an immersive environment to increase overall guest interactions and satisfaction.• Facilitates integration of multiple disciplines into a central creative pipeline; Game Simulation, Architecture, Engineering, and Art & Design.
Research Simulation Footage Compilation
AI Actors
The simulation relies upon the movement and current state of an AI actor base. The AI can have 3 potential states: InBuilding, InInteractive, and Roaming, in order of priority. The AI are programmed to mimic behaviors of guests in real world theme park environments. The priority system of states allows for a simple but realistic replication of goal oriented guests in real world settings. The state, InBuilding, mirrors behaviors of guests actively moving toward an attraction which overrides InInteractive and Roaming behavior.
Ride Buildings
Each ride building is composed of 4 elements: A sphere of influence, an entrance trigger, a door, and an exit trigger. The entrance trigger controls all aspects of ride building by measuring the number of AI actors actively inside the building. The size of the sphere of influence is inversely related to the number of actors inside the ride building. This mimics the concept of a “balking point”, the act of refusing to do something once the wait reaches a high enough point. A building at max capacity is less appealing to guests, thus, a smaller sphere of influence over the AI actors.
Interactive Terminals
In the context of a real world them park, an interactive is a type of immersive experience available to guests that lacks an official queue system and physical ride. These experiences are often more personal, spontaneous, and faster than other attractions. In the simulation, the interactive terminal is a toggleable device that, when activated, can attract any actor not already engaged with a ride building. The attractive force of the interactive demonstrates its ability to provide a spontaneous, immersive event for guests unable to access a ride building due to high capacity.As actors are drawn to the interactive, the ride buildings
can increase their sphere of influence.
Results & Conclusions
The result is a simulation demonstration with 3 ride buildings, 1 interactive terminal, and 75 AI actors. The variables: The number of actors, number of buildings, max capacity of each building, sphere of influence size, and building hold time can all be easily scaled to account for a larger environment. The interactive can be toggled on and off in real time using an onscreen UI element. Actors and building spheres are observed to be influenced by the activation of the interactive terminal.There is potential for real time systems to be utilized in theme park daily operations as a tool for crowd moderation. By replacing the AI of the actors with real time data gathered from geolocation, the simulation can realistically track crowd movements to observe bottlenecks and high traffic areas. Interactives can be used in response to real-time data to subtly influence guest behaviors in ways that feel immersive rather than coercive. This provides guests with a feeling of agency while providing park operations with a method to discreetly redirect guests away from high volume areas.
Blueprints
For inquiries and explanations of the blueprints created for the simulation, please contact me.

2026
Unreal Engine 5 - Autodesk Maya - Adobe Substance 3D Painter
Abandoned Fountain is a small scale environmental scene where I experimented with Unreal Engine 5.7 features and practiced cinematic techniques. For this project, I explored UE 5.7 Procedural Vegetation Editor and Procedural Content Generator Graph to create realistic foliage and a natural overgrown environment. Lighting and atmosphere were also key areas of exploration. I focused on creating mood through volumetric fog, light rays, and realistic color grading, while developing both day and night lighting passes to study how different lighting conditions affect atmosphere and environmental storytelling.
Development Timelapse

Day Pass

Night Pass

Abandoned Fountain lit in Engine - Wireframe
The fountain was created in Autodesk Maya, with sculpted details modeled directly into the geometry using deformers and soft selection to mimic classic stonework patterns. The asset was built with a modular approach, reusing repeated sections to construct the vertical structure of the fountain.

Normal and Roughness Maps

Fountain Texture Map

Fountain Base Texture Map

Foliage Elements

PCG - PVE Foliage Trees

Procedural Vegetation Editor

Procedural Content Generation Graph
The tree variants and the bush were created using Unreal Engine 5.7 Procedural Vegetation Editor with MegaPlants presets. I explored multiple node combinations to achieve natural, realistic variants that fit the overgrown aesthetic. To scatter the procedural foliage and modeled grass, I used the PCG Graph to control the placement, density, and variations of the assets nondestructively. I sampled a location volume centered on the hero asset and camera path to prevent any procedural vegetation from blocking the camera angle. I experimented with multiple randomized seed placements to find one that suited the established framing.

Mood / Reference Board
For the hero asset, I collected multiple fountain references to study overall form and identify specific sculpted elements to replicate in the model. For texturing, I drew inspiration from overgrown gravesrtones and how time, weathering, and vegetation can discolor aged stone. For the environment, I focused on dense, overgrown foliage and forest lighting at different times of day to understand how sunlight filters through varying foliage densities to create a specific mood.

Original Concept Sketch
A sketch developed alongside the mood board to establish composition and blocking of the hero asset and foliage.
Colorado Mountain House
2026
Unreal Engine 5 - Autodesk Maya - Adobe Substance 3D Painter
Colorado Mountain House is an environment scene developed in Unreal Engine 5.7 to experiment with the procedural vegetation editor and procedural content generation. The house structure is inspired by architecture found in the Colorado mountains with a strong focus on angles, wood textures, and large windows to blend rustic and modern elements. The goal was to create an environment and central asset that support a smooth flow between interior and exterior environments.



Reference Board

NCS Live Immersive Experience Cinematics
2026 National Center for Simulation
Unreal Engine 5 - Autodesk Maya - Adobe Substance 3D Painter - Adobe Photoshop - Adobe Premiere Pro
PLEASE NOTE: Most assets featured in the cinematics were sourced from the Unreal Engine Fab Library and were used in accordance to the Fab library policy.
From May 2026 to July 2026, I had the pleasure of working with the National Center for Simulation as a MS&T Collaborative Intern. In this position, I partnered with senior staff to facilitate workforce development training using Unreal Engine. Over the course of 6 weeks, I developed a series of cinematics in Unreal Engine to visually illustrate extraterrestrial environments and storylines for a live, immersive training experience for NCS Summer Camp Leadership Program.
The NCS Leadership Immersive Training Experience is a 2-day event where students work in teams to complete STEM focused missions utilizing a variety of technology including rovers, drones, RFID, and other educational tools.
As part of the NCS team, I was responsible for created a series of cinematics visually demonstrating the storyline of the leadership camp mission and showcasing specific scenes on an extraterrestrial planet that align with the variety of tasks. These cinematics were displayed on loop throughout the NCS STARBASE Lab for the duration of the event to immersive students into the world of the Leadership Mission.
Through the ideation process, I worked closely with senior leadership and NCS teachers to create a cohesive visual identity for the Leadership experience. Using Unreal Engine 5 and sourced assets from the Fab Library, I created multiple environments with a focus on storytelling and worldbuilding to create an immersive atmosphere for students.The custom assets I created for the cinematic environments include the tall grass and alien console assets, animated text materials, Niagara particle systems, animated and environment lighting, and blueprint scripting for procedural animation of various elements. I was also responsible for all video editing and sound design for the cinematics.
All original sounds sourced from freesound.org and Zapsplat.com
Cinematics Gallery










































































































