G—P / FMX 320 / Semester / Week 13

Week 13 · Phase 4 — The final

Production sprint I

One session this week — Wednesday is the Thanksgiving recess — and we go straight into sprint mode. Today is real studio time on your approved final, with instructor desk-crits at your machine — plus a working method for the shots you'll need to sell it: Sequencer and the Cine Camera Actor for trailers and documentation.

Session Mon Nov 23 only · 2:00 – 3:50 pm · CCB-134 — Wed Nov 25 is Thanksgiving recess, no class Bring your approved final pitch and your current build, open and running
By the end of this session you can

Mon 2:00 · Brief Sprint kickoff & a trailer shot in five minutes

There was no class on Nov 25 — Thanksgiving — so this is the first of two production sprints before the final. From here on, class is a studio, not a lecture. You show up, you set a goal, you ship it, you get a crit.

How a sprint block works

A sprint is not "work on your project." It is: name one thing you will finish before you leave, make it small enough to actually finish, and finish it. "Add a win state," "record the intro shot," "fix the double-jump bug" — those are sprint goals. "Make the game better" is not. The discipline of scoping to a single block is exactly the discipline you need to ship a final, so we practice it every week from here to the end.

Why we cover Sequencer and the Cine Camera Actor now

Your final is graded on the build, but it lives or dies on how you present it. A trailer and a documentation reel are how anyone who isn't holding the controller sees your work. The Cine Camera Actor gives you real camera language — framing, dollies, cuts, filmback and focus — without hand-keying a transform. Sequencer sequences those cameras and animations into a shot you can play back and render. Learn the tool now and you can cut a trailer in an afternoon instead of a weekend.

The five-minute demo

Watch me do the whole loop once before you touch it: I drop a Cine Camera Actor, aim it at the hero prop, add a Level Sequence in Sequencer with a Camera Cuts track, blend from a wide to a close camera, and render. Thirty seconds of usable footage from three minutes of setup. That's the workflow you'll repeat for every shot in your trailer.

State of the Art · Free tools change the sprint

Free MetaHuman markerless mocap, coding agents, and Sequencer for trailers mean a solo student can now attempt what recently needed a small team. The scarce resource in your sprint isn't labor — it's judgment about what to cut. Discussion: what does free production change about how you scope a final?

Unreal Sequencer

Mon 2:45 · Guided lab One trailer shot, then studio

We build a single camera move together so you own the workflow, then the rest of the block is structured studio time on your own build.

  1. Add a Cine Camera Actor

    From the Place Actors panel (or Cinematic category), drag a Cine Camera Actor into your level. It's a real film camera with filmback, focal length, and manual focus — position it and pilot it to compose. Think of it as a camera operator you can place and hand off to Sequencer.

  2. Frame a hero shot

    Point the camera at the most important thing in your scene — the player, a boss, a signature environment. Pilot the camera to line up the composition, then dial the Focal Length and Focus settings to compose it deliberately. A good hero shot reads in one second with the sound off.

  3. Create a Level Sequence

    From the toolbar's Cinematics → Add Level Sequence, create and name a new sequence asset. This opens Sequencer — your shot's score, where every camera, animation, and cut lives on a track and plays back on a clock you control.

  4. Add a second camera and a Camera Cuts track

    Duplicate your Cine Camera Actor, reframe the copy as a closer or wider angle, then add both cameras to Sequencer and create a Camera Cuts track. Drop a section for each camera onto the track — the order on the track is the order on screen.

  5. Animate the camera move and blend the cut

    Overlap the two camera sections on the Camera Cuts track: Sequencer blends the overlap into a smooth transition, so a wide eases into a close. For a physical move within one shot, key the camera's transform or attach it to a Camera Rig Rail to slide along a spline path. Scrub the playhead until the timing feels right.

  6. Render with the Movie Render Queue

    Open Window → Cinematics → Movie Render Queue, add your Level Sequence as a job, set the output to an MP4 or PNG sequence at your target resolution, and render. You now have a clean, repeatable clip — not a screen-grab.

  7. Then: structured studio

    Close the demo scene and open your final. Write your sprint goal for this block on the board, then work. I'll be moving desk to desk for crits — have your goal and your current blocker ready when I reach you.

Mon 2:00 · Agent lab Your agent, your pipeline

This block is self-directed. Set the goal at 2:00, work with your agent to hit it, demo the result at 3:10. The log is habit by now — keep it running.

Prompt 1 · Your agent, your pipeline
Here's my sprint goal for this block: [state one concrete, finishable goal — e.g. "add a pause menu with resume and quit"]. Look at my current project, propose the smallest set of changes that gets me there, and let's implement it step by step. Explain each change before you make it.

You are directing, not watching. If the agent's plan is bigger than one block, cut it down before you start. Demo the finished result at 3:10 — a goal you set and hit is worth more than a goal you abandoned mid-way because it was too big.

Prompt 2 · Draft a trailer shot list
Based on the scenes, mechanics, and standout moments in this build, draft a shot list for a 60–90 second trailer. For each shot give the subject, the camera move, and roughly how many seconds it runs. Order them so the trailer opens strong and ends on a hook.

Read the list against what your build can actually show today. Cross out shots you can't capture yet, keep the ones you can, and use them as your recording plan for the Sequencer workflow. The agent proposes; you own the cut.

Before you call it done

Mon 3:35 · Crit / share Desk-crit round-up

We close the sprint by going around the room fast: each person states the goal they set at 2:00, shows whether they hit it, and names the one blocker they're carrying into next week. I'll surface the patterns I saw at the desks — the bug three of you hit, the scope creep two of you fell into. This is triage, not a full crit: the point is that everyone leaves with a clear next action and nobody carries a silent blocker into Production sprint II.

Homework — due before Week 14

TaskDeliverable
Advance your final toward a state others can play — reach a testable build.A build classmates can run start to finish next week.
Render two or three trailer shots from your shot list using Sequencer and the Movie Render Queue.The rendered clips dropped or linked in the class share.
Log your sprint outcome and next goal.An AILOG.md entry with what you shipped and what's next.

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