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ESSAY

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UE

UE Animation

Unreal Engine Project Workflow Reflection (12 Weeks)

Week 1 | Introduction to Unreal Engine

In the first week, I was introduced to Unreal Engine for the first time. For me, this was a completely new piece of software, and the learning curve was quite steep at the beginning. I initially struggled with UE’s material system and world-building workflow, and compared to Maya and Blender, it felt less intuitive.

However, as I gradually adapted to the software, I began to appreciate the strengths of Unreal Engine—particularly its real-time rendering capabilities, which are extremely efficient and visually impressive. The lighting system also proved to be very effective in creating strong atmospheric moods.

Week 2 | Concept Development and a Non-Traditional Workflow

In the second week, I began developing the concept for my UE animation. I chose to explore a recurring theme in my work: the contrast between monumental structures and the insignificance of human figures, combined with symbolic elements of ritual and sacrifice. Initially, I planned to use a red-dominant color palette to create strong visual contrast.

I realized that a scene without a character would feel visually flat, so I decided to include a human figure. At the same time, I experimented with a non-traditional production workflow. I created the facial structure using a game-based character creation tool, imported it into Blender, and combined it with AI-assisted modeling. The model was then refined in ZBrush, where all sculpted details were successfully preserved. This workflow proved to be both time-efficient and visually effective.

Week 3 | World Building and Camera Direction

During the third week, I began constructing my Unreal Engine environment. I collected and tested several assets, although the overall spatial layout was still in an exploratory stage and not fully defined.

One decision that was clear at this point was my camera approach:

  • the focal length would remain below 28mm to emphasize wide-angle distortion;
  • the camera would consistently use a low-angle (upward-looking) perspective to enhance a sense of scale and oppression.

I also spent time learning and experimenting with UE’s material system during this week.

Week 4 | Character Refinement and Lighting Studies

In week four, I focused on refining the character model and applied knowledge from my character animation course to keyframe hand gestures and poses.

Through this process, I realized that the quality of posing is highly dependent on the rigging setup. Due to the relatively rough skeleton rig, I was unable to achieve highly detailed hand poses, which became one of the main limitations of the character. Alongside this, I continued learning the fundamentals of lighting in Unreal Engine.

Week 5 | Asset Integration with Bridge and Fab

In week five, following the instructor’s introduction, I began using Bridge and Fab to source assets. These tools were extremely helpful, offering high-quality resources and a very efficient import workflow, which significantly accelerated my production process.

Week 6 | Atmosphere Building and Volumetric Effects

Week six was dedicated to shaping the overall atmosphere of the scene. I applied lighting techniques discussed in class, including Post Process settings and Skylight adjustments, with a strong emphasis on volumetric fog.

Additionally, I incorporated multiple fog cards throughout the environment, which enhanced the sense of depth and spatial layering, making the scene feel more immersive.

Week 7 | Structural Revisions and Composition

In the seventh week, I made major structural changes to the scene. Initially, the character was positioned directly on the ground, but this resulted in a visual imbalance, with the center of gravity feeling too low.

To address this, I introduced an elevated platform and added grass elements in the foreground. I believe that visual details play a crucial role in image quality, as they provide viewers with multiple points of focus and enrich the overall composition.

Week 8 | Animation and Dynamic Elements

In week eight, I began producing animations and introduced dynamic elements into the scene. These included flying crows, as well as white birds circling the statue. I used emissive materials to enhance a sense of sacredness and spirituality.

Fire effects were also added, further contributing to the atmospheric storytelling and emotional tone of the environment.

Week 9 | Camera Animation and Blueprint Exploration

During week nine, I focused on camera animation using Sequencer, incorporating multiple camera movements and angles to ensure smooth visual transitions.

I also experimented with Blueprints to create a simple looping behavior, allowing the character to move in a circular formation. Although the node setup was relatively basic, it was intuitive and helped me gain a foundational understanding of Unreal Engine’s procedural logic.

Week 10 | Statue Asset Challenges

In week ten, I integrated the statue asset into the scene but encountered technical issues when importing materials from Substance Painter. As a result, I was unable to apply high-resolution textures, leaving the statue with a rough and low-quality surface appearance.

This was one of the more disappointing aspects of the project. In future work, I plan to revisit and improve the statue’s materials outside of class time.

Week 11 | Rendering Stage

Week eleven marked the transition into the rendering phase. Unreal Engine’s rendering workflow was highly efficient; however, I encountered an issue where volumetric fog became overly prominent when the camera moved close to light sources.

By reducing the volumetric fog intensity, I was able to successfully resolve this problem and achieve a cleaner final image.

Week 12 | Music and Editing

The final week focused on selecting music and editing the animation. This stage did not present significant challenges. I chose not to add excessive additional effects, instead prioritizing cohesion, rhythm, and atmosphere in the final output.