BRIAN HORN

DIRECTOR

I’m Brian Horn, a cinematic director who has spent 16+ years at Blizzard Entertainment shaping stories for World of Warcraft, Overwatch, Diablo, and Hearthstone. From script to final mix, I’ve directed 50+ cinematics spanning pre-rendered, in-engine, 2.5D, and 2D pipelines, guiding voice and on-camera performers toward emotional, character-driven storytelling. The gallery below is a tour of that work, from blockbuster franchise moments to real-time cutscenes built in Unreal Engine.

*This is a curated selection. Happy to share more, just get in touch: brianfhorn@gmail.com


  • WoW: Midnight | Zul'Jan's Demise

    WoW: Midnight | Zul'Jan's Demise

    A challenging scene to bring to life, Zul’Jan dies in his sister’s (Zul’Jara) arms. Through careful blocking, shooting live action reference, and intentional camera choices, our team was able to carve out an emotional conclusion to Zul’Jan’s storyline.

  • WoW: The War Within | The Boardroom

    WoW: The War Within | The Boardroom

    This was a delightfully fun piece to direct. From kit bashing together the set to animating Gallywix the goblin, our team really made players an offer they couldn’t refuse.

  • EUROPA Gameplay Walkthrough FULL GAME - No Commentary.00_01_33_52.Still001.jpg

    Europa | Intro and Outro Cinematics

    Europa was a side project with friends done in Unreal Engine that ultimately released on Steam and Nintendo Switch. I directed and crafted several real time in-engine cinematics using Unreal’s Sequencer. I also cast and directed voice talent, and created many marketing trailers leading up to the game’s launch.

  • WoW: Midnight | The Fall

    WoW: Midnight | The Fall

    An exciting cliffhanger to the events of WoW: Midnight’s first raid. We used WoW’s in-game assets and combined them with custom animation, lighting, and compositing to bring this piece to life.

  • WoW: The War Within | The Guardian and the Harbinger

    WoW: The War Within | The Guardian and the Harbinger

    This sequence was the opening salvo of dramatic game narrative moments for World of Warcraft’s big new trilogy: The World Soul Saga. My team and I made sure these moments were epic and dangerous and set the stakes for the storytelling to come. I can’t be more proud of what we accomplished using a combination of traditional CG rendering techniques and in-game assets from a proprietary engine that has been in use for over 20 years.

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    Diablo IV | Necromancer Class Announce Trailer

    This piece was done in the Diablo IV engine, leveraging all the guts and gore possible to showcase the darkest of Diablo’s classes: The Necromancer.