Racetrack in UE 5.5 Porsche GT3 RS

10 / 2026
Porsche GT3 RS Manthey driving
A Cinematic World Built in Unreal Engine 5.5 That Continues Beyond the Final Frame
10 / 2026
A fictional world built around the feeling of a drive, and open enough to become more than a film.
Porsche 992 GT3 RS Manthey

A Porsche 992 GT3 RS Manthey

catches the last light of the day. The driver pulls out and the car settles onto its springs as the hills start to slide past.
It could be somewhere in the Alps in late September.

We created the track, the landscape, the light, the car and the driver inside Unreal Engine.

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Physically simulated dampers with authentic chassis response.
Real-time imagery with a high level of detail.

Building a place

Every car film starts with a location. Usually, someone scouts it, books it, closes the road and hopes that the weather holds. We started with an empty landscape and a simple question: where does this car belong?
So we shaped the terrain, drew the circuit into it, laid the asphalt and the kerbs, and decided exactly where the sun should sit at the end of the day.

Real tracks work the same way

The method can also be used in reverse. Take a real circuit, bring in laser scans and elevation data, and the result is a digital twin. A track that you can drive on at any time and film without having to book any track time.
Our circuit is invented and we are excited to share it with the world. The workflow behind it is exactly the same as we would use for a real one.
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Obtain immediate alterations. Maintenance of production-level visual quality.

Same lap, another colour

Everything runs in real time, so a new paint finish takes seconds instead of another night of rendering. Same light, same lap, different car. For a launch campaign or a configurator, this is where real time starts to pay for itself.
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Take the wheel and experience the track from every angle. The cockpit, bonnet and chase views offer a unique sense of speed, control and connection to the road.

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Drive first. Film later.

This is how the film was made. We drove the Porsche around the track, recorded the laps, and only then decided where the cameras should go. Low at the apex, a long lens from the hillside, a seat in the cockpit. One lap, as many angles as the story needs, no second take.

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