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Based in London, Ontario

kkvasan@k2digitalmedia.ca

Cinematic x Code

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Steel Titans Unreal Engine CGI Short

Steel Titans is a cinematic short film created in Unreal Engine 5, featuring a towering robot navigating a hangar and city under siege. The project combines real-time animation, destruction physics, and modular environments, enhanced through Sequencer, Fracture Tools, and volumetric lighting. Final compositing and VFX were done in DaVinci Resolve and After Effects, adding ground shake, smoke overlays, and HUD elements. Voiceovers were generated using AI tools, and audio was mixed with professional sound effects for impact. This hybrid workflow showcases a full end-to-end cinematic pipeline—spanning world-building, animation, VFX, and post-production.

Steel Titans Unreal Engine CGI Short

Welcome to my behind-the-scenes look at Steel Titans, a short film I created using Unreal Engine 5. In this blog post, I’ll walk you through how I set up the environments, animated the characters, orchestrated epic destruction scenes, and tackled both technical and creative challenges. Along the way, I used a combination of free and purchased assets, leveraged Unreal’s powerful Sequencer, and conducted a final post-production pass in DaVinci Resolve and After Effects.

(Throughout this post, I’ll add screenshots to illustrate each major step.)

1. Project Overview

Steel Titans started as a personal project to learn more about:

The core concept is a towering robot (from Unreal Paragon assets and other monthly free assets) navigating two different environments—a hangar and a city—with plenty of destruction along the way.

2. Assets & Tools

Unreal Paragon Assets

Other Free & Purchased Assets

Environment Kits

Additional Tools & Plugins

(Screenshot: Asset library in the Unreal Content Browser.)

3. Environment Setup

3.1 Landscape & Hangar

I began by creating a landscape in Unreal Engine, experimenting with sculpting and texture painting. Then I built a hangar environment:

  1. Dropped in the hangar walls, floor, and structural assets.

  2. Created the road system leading to the hangar with Unreal splines.

  3. Placed props (crates, barrels, machinery) to make the space feel lived-in.

  4. Experimented with lighting—directional light, skylight, and interior lights for a cinematic look.

(Screenshot: Hangar scene layout with lighting details.)

3.2 City Layout

For the city sequence:

  1. Laid down a city block using modular buildings, sidewalks, and street props.

  2. Used the Unreal Water Body plugin to create ocean segments.

  3. Set up dynamic lighting and post-process volumes for consistent grading.

  4. Tested performance vs. visual fidelity, especially important with explosions and fracturing.

(Screenshot: City block overview, showing water body and background skyline.)

4. Sequencer Setup

Unreal Engine’s Sequencer was critical in planning and orchestrating cinematic shots:

  1. Organize Shots: Separate sequences for hangar, city, and destruction shots.

  2. Camera Angles: Multiple cameras—wide shots for scale, close-ups for action details, first-person for immersion.

  3. Post Process Volume: Tweaked bloom, exposure, and color grading to match the desired cinematic style.

(Screenshot: Sequencer timeline with multiple camera cuts.)

5. Robot Animation & Destruction Scenes

5.1 Robot Animation

(Screenshot: Robot animation blueprint in Unreal Engine.)

5.2 First Destruction Scene

(Screenshot: Fracture Editor with chunk settings in Unreal Engine.)

https://i.imgur.com/2EaoHUa.png

6. City Sequences

Moving into the city environment:

  1. City Layout: Larger, open spaces with taller buildings to highlight scale.

  2. Camera Work: Low-angle shots looking up at the robot, aerial shots, and first-person ground views.

  3. Lighting & Mood: Combined baked lightmaps and dynamic lighting for explosions.

  4. Multiple Destruction Shots: Timed explosions with triggers in Sequencer, complemented by particle effects and camera cuts.

(Screenshot: City block destruction moment in Sequencer.)

7. Rendering & Post-Production

7.1 Render Passes

(Screenshot: Render Movie Settings in Unreal Engine.)

7.2 DaVinci Resolve & After Effects

  1. Initial Cut in Resolve: Trimming footage, arranging shots, basic color pass.

  2. Import into After Effects: Added ground shake, extra explosion and smoke effects in each shot, and a HUD display for cockpit scenes.

  3. Final Color Correction: Returned to Resolve for final grading—adjusted contrast, highlights, and added a subtle vignette.

(Screenshot: DaVinci Resolve timeline with color correction nodes.)

8. Sound & Voice Work

(Screenshot: Audio track mixing in DaVinci Resolve.)

9. Final Output

After integrating destruction shots, robot animations, city vistas, hangar sequences, and well-synced audio, I exported from DaVinci Resolve. A final outro animation wrapped everything up, and with that, Steel Titans was complete!

10. Conclusion & Lessons Learned

Creating Steel Titans proved an excellent way to explore:

I hope this inspires you to dive into Unreal Engine cinematics, experiment with Marketplace assets, and push your creative boundaries.

(Final Screenshot: A still frame from the Steel Titans short film, robot towering in the city environment.)

11. Key Takeaways & Issues

Despite the excitement, Steel Titans wasn’t without challenges:

  1. Scene Setup Visualization: Translating the script into visual elements was harder than expected. Blocking out scenes took multiple revisions to get the pacing right.

  2. Camera Angles & Timing: Finding the perfect camera angles and syncing them with the robot’s animation required trial-and-error. Sequencer’s dope sheet and timeline helped, but it was still time-consuming.

  3. Animation Timing: Slowing down or speeding up animations to convey the correct scale or energy often disrupted existing keyframes, leading to repeated retargeting and fine-tuning.

  4. Overall Rendering & VFX Workflow: Balancing real-time playback performance with high-quality final renders meant frequent toggling of settings (dynamic shadows, volumetric fog, etc.).

  5. After Effects for Explosions & Smoke: Although I used Unreal’s native VFX for many shots, layering additional explosions and smoke in After Effects gave more control—yet keeping track of each shot’s timing was tedious.

  6. Lighting Consistency: Switching between day/night or adjusting exposure for destruction scenes sometimes caused mismatched lighting or color grading across sequences.

  7. Asset Management: Using free monthly assets plus purchased ones added complexity—organizing folders and ensuring everything was referenced properly was crucial.

  8. Fracture Simulations: Setting up the fracture triggers and ensuring the chunks behaved realistically required multiple tests; small changes in mass or collision settings often caused big differences in final results.

  9. Cockpit Scenes: Designing a convincing cockpit/HUD overlay demanded both Unreal environment setup and After Effects compositing. Getting the angles right so it felt cohesive was a challenge.

  10. Voice & Audio Timing: Generating AI voice tracks on the fly was quick, but matching the exact timecodes of the visuals and re-exporting for final took more effort than expected.

  11. Color Consistency Across Tools: Moving between Unreal Engine, DaVinci Resolve, and After Effects introduced color-space nuances. Keeping the final image consistent required LUTs and color checks.

Despite these hurdles, each challenge was an opportunity to learn. Overcoming them gave me a more thorough understanding of the entire pipeline—from pre-visualization to final color grading.


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