Story-to-Screen Pipeline · Unreal's Role

Unreal in Phase 6 — Cinematography

A Level Sequence per shot: cine cameras, camera moves, animation timing, and lens / depth-of-field / exposure. This is where an assembled shot becomes a directed one.
Unreal's job in Phase 6

One Level Sequence per shot holds the whole performance. Cinematography is where an assembled shot (Phase 5) becomes a directed one: a Level Sequence carries the cine camera and its moves, the timing of the retargeted animation, and the lens language — focal length, depth of field, exposure. The composition and depth-of-field theory here is exactly what the camera- and post-process side of production is about.

What Unreal does in cinematography

6

Direct the shot in Sequencer per shot

The Level Sequence is the film strip: cameras, timing, and lens all live on its tracks.

ACreate a Level Sequence per shot

One sequence per shot keeps timing, cameras, and animation self-contained and re-renderable. It's the unit Phase 7's render queue consumes.

BAdd a Cine Camera & camera moves

Place a Cine Camera Actor and keyframe its moves — pushes, pans, handheld — on the camera track for the shot's coverage.

CTime the animation

Line up the retargeted character animation (Phase 4) against the camera so action and framing hit together.

DSet lens, depth-of-field & exposure

Dial focal length, aperture (f-stop) and focus distance for the DOF look, and control exposure and color via the Post Process Volume — the cinematic-look toolkit this course teaches directly.

UE · Sequencer + Cine Camera

Covered in the intermediate track

The Cinematic Production track now walks this in full: Cinematics with Sequencer covers Level Sequences and the Cine Camera, and Cinematic Lighting covers lighting a character for the shot. This page places them in the pipeline; the Post-Process Effects lesson covers the exposure, depth-of-field and color-grading half of the look.

The sequence is the deliverable

Everything upstream exists so that, per shot, you can point a camera and time a performance. The finished Level Sequence is exactly what Phase 7 renders — not a viewport grab.

Where it goes next

Handing the sequence on

  • To output: the Level Sequence is rendered with the Movie Render Queue in Phase 7.
  • Built on: the assembled shot from Phase 5 and the retargeted animation from Phase 4.