Tavern Scene - Cinematics & Sequencer

 






After spending a lot of time creating custom animation sequences since my last post and placing everything where it should be in my head in the tavern, as well as doing a lighting pass (which is a very important step into setting the mood of the scene and focusing a viewer's attention on details). It was time to move on to creating the cinematic shots for the final showreel.

I have done a little sequencer work years ago during my BA first year/second year as part of the curriculum so I had an idea of the basics that were involved, however since the update of Unreal Engine to version 5 there were a lot of newer features and things were in different locations or under different names than I had remembered so it took a little time to get used to it again. However I managed to get the grasp of it down.

I knew I didn't want to make the showreel too long so I prioritised managing each shot to around 30 seconds or under, I also wanted to keep the shot count down as going to a large number of shots was unnecessary for what I wanted to achieve.

I ended up with around 6 to 7 shots that showcased the important action sequences within the Tavern. I was choosing my shots carefully and wanted each sequence to provide enough time for the viewer to understand at least on a basic level what is going on in the scene, this comes through all of the aspects that have led up to this point, animation, lighting, texturing, modelling, etc...

The last step is to render each shot in the best possible quality to ensure the detail comes out well in the video and then to put it all together for the showreel. 

 


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