SMU Guildhall Graduate Catalog 2026 Cohort 34 | Page 16

Dynamic Simulation and Tim Burton Style Match of the Recreation of San Felipe

Yu“ Eureka” Yu“ Eureka” LUN

Art Creation

Dynamic Simulation and Tim Burton Style Match of the Recreation of San Felipe

For my Thesis, my three areas of focus were Historical Recreation, Dynamic Material, and Style Matching inspired by Tim Burton. I created a full reconstruction of the San Felipe, simulating three typical conditions that a classic Spanish vessel from the Age of Sail might encounter during long voyages. I also developed Tim Burton-style artwork. My main emphasis was realistic material representation.
For ensured accuracy in Historical Recreation, I studied oil paintings, blueprints, scale models, as well as coins and heraldic badges. I reconstructed the full exterior structure and decoration of the San Felipe, as well as a three-deck interior layout and onboard props. For Dynamic Material, I implemented three distinct states: sunbleached, burned after lightning strike, and underwater corrosion. My dynamic materials were applied globally across the whole asset. In the sun-bleached state, wood and metal paint fades, cracks, and desaturates,
while sails become stained and worn. In the burned state, fire spreads directionally from the ignition point, burning through sails, charring wood into charcoal, and causing structural damage. In the underwater corrosion state, the ship becomes covered with algae and barnacles, sails deteriorate into torn strips, and ropes accumulate algae and become loose. For Style Matching, I conducted a detailed analysis of classic Tim Burton visual elements. I modified the model proportions to reflect his grotesque style and further developed shader effects to create more distortion and Tim Burton-style stroke. I also incorporated his typical linework and color tone into the rendering. This project challenged my production and learning capabilities. It improved my skills in material creation and modeling, and furthered my understanding of Unreal Engine’ s Material Editor, shader development, the Niagara system, and Blueprint scripting. It also strengthened my experience in both realistic and stylized game art production.
16 ART CREATION