Temple Exploration

GENRE: 3D Action Previs
TYPE: Cinematic Blockout / Previsualization
ENGINE: Unreal Engine 5
TOOLS: Sequencer
FOCUS: Camera Language, Action Readability, Continuity, Pacing
STATUS: WIP v2
DURATION: 32 sec
ROLE: Previs / Level Designer

  • Work-in-progress previs (version 2) study exploring camera staging, action clarity, pacing, and spatial storytelling using Unreal Engine 5 Sequencer.
  • Created a complete 32-second action previs sequence in UE5, from the initial trap activation to the final underwater reveal.
  • Blocked cameras, character action beats, and environment around clear screen direction, spatial continuity, and readable cause-and-effect.
  • Current iteration focuses on clarifying the central rail/slab/scaffold sequence, tightening pacing, and improving the final reveal.

Iteration: v1 > v2

  • Revised camera staging and timing through the central action sequence.
  • Improved the readability of the slab’s origin, trajectory, and relationship with the scaffold.
  • Refined shot continuity to make the progression from escape → collapse → landing on the moving slab easier to follow.
  • Kept a slower opening beat to leave room for environmental detail before the action escalates.
  • Issue identified: the central sequence did not clearly communicate where the slab came from or how its movement connected to the character’s fall.
  • Change: re-staged cameras and timing to establish the slab breaking away from the ceiling, travelling along the rails, and passing beneath the scaffold.
  • Result: clearer cause-and-effect between the trap, the moving slab, the scaffold collapse, and the character landing on it.
  • Design note: an intentional cut bridges the unavailable fall-to-run animation while also revealing the slab’s point of origin.