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CASE 005 · Multi-State Scene / Lighting / Sequencer

American Bank

Day, Pre-Storm, and Night are built as three independent lighting states around one bank intersection, with characters, vehicles, environment light, practicals, Cine Camera, and sequence output organized around the same visual anchor.

ROLEScene & Lighting · Camera · Staging
ENGINEUnreal Engine 5 · Lumen
ENVIRONMENTAssetsville Town · Fab
DELIVERABLES3 Lighting States · 9s Comparison · 19s Sequence
01

Final

Three independently authored final lighting states.

DAY American Bank
DAY
PRE-STORM American Bank
PRE-STORM
NIGHT American Bank
NIGHT
02

Motion Validation

A 9-second state comparison and a 19-second Day sequence.

LIGHTING-STATE COMPARISON / 9SDAY · PRE-STORM · NIGHT
SCENE SEQUENCE / 19SCine Camera · Scene Staging · Camera Movement
03

Original Asset / Scene Staging

No original environment-art claim: the supplied scene is cleaned and restaged for lighting, composition, and camera.

Original street asset
ORIGINAL / WIDE
Original bank area
ORIGINAL / BANK
Restaged bank-corner view
RESTAGED / CORNER

The supplied environment and architecture remain intact. After locking the bank intersection, unrelated lights and street assets were cleaned from the shot, then characters and vehicles were repositioned to support hierarchy, composition, and camera narrative.

04

Rejected Direction → Rebuild

The first pass only replaced Day, Night, and Fog lighting around the existing shot. With the focal point and spatial relationships still weak, the pass was archived and the bank intersection was rebuilt as the center of all three states.

Rejected Day
Rejected Day
Rejected Night
Rejected Night
Rejected Fog
Rejected Fog
Final Direction
Final Direction
05

Reference → Visual Decision

References are translated across lighting, staging, composition, and scene state—not reduced to a sky or color swap.

DAY lighting support viewDAYLIGHTING REF · Dog Day AfternoonSTAGING REF · Reservoir Dogs / Pulp Fiction

Hard daylight and an exposed street create a hot small-town look. Character groups converge from foreground, midground, and background, making the bank the center of an unfolding event.

PRE-STORM lighting support viewPRE-STORMLIGHTING REF · Heavy Rain (game)

The hard sun is removed while a luminous overcast sky, distant haze, and early street lights hold the interval before rainfall without losing the bank and intersection.

NIGHT lighting support viewNIGHTLIGHTING REF · Taxi Driver

A cool ambient base, street lamps, and interior practicals rebuild the space. Vehicle practicals and hidden support lights shape headlights, police spill, and road pools.

06

State Organization

The shared environment stays in the Persistent Level; state-specific lights and shot assets for Day, Pre-Storm, and Night are separated into three Sublevels.

UE5 Levels and Outliner scene-organization view
LEVELS / OUTLINER / SCENE ORGANIZATION
SHARED ENVIRONMENT↓
DAYPRE-STORMNIGHT
07

Scene Staging

For Day, character groups converge on the intersection across foreground, midground, and background. Night uses a static vehicle pursuit composition with authored headlight and police-light support.

DAY / Character & Intersection
DAY / Character & Intersection
NIGHT / Vehicles & Police Light
NIGHT / Vehicles & Police Light
08

Camera / Sequencer

I authored the CineCamera framing and movement. Four frames show the sequence advancing from a wider view toward the bank.

Sequence frame 1
FRAME / 01
Sequence frame 2
FRAME / 02
Sequence frame 3
FRAME / 03
Sequence frame 4
FRAME / 04
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