In today’s lesson, we went through translating film to UE5 Level Sequencers, including their tools and features. What I found interesting and valuable is that the Sequencer is similar to After Effects’ timeline, something I’m very familiar with. New terminology was introduced and explained, for instance, Possessable & Spawnable actors. I liked the metaphor used to help me remember and understand them. Possessable are zombies that are always rendered, whereas spawnable actors are like fairies that you can make disappear if you want.
In addition, we went through how to get started with projects, plugins and templates. We began with an empty level to work from ‘scratch’, having the choice of adding the lights and everything, or having the ‘basic’ level. We added a couple of shapes and played with them, moving them with the Sequencer and adjusting the speed with the curves.

We downloaded ‘DMX Previs Sample’ to explore it in more depth and experiment with CineCameras.

I found it fascinating to see what a simple sequencer can create, but they become tricky to understand when we start layering different shots.
For my world-building project in Unreal Engine, I was initially unsure about the direction to take. I didn’t want to create a video game, but I wanted something closer to the work I like: motion graphics or title sequence-style visuals. I want to explore a more cinematic, atmospheric and poetic storytelling as a challenge for this project.
I began by exploring ideas that could connect visually and emotionally with who I am as a person and designer. I want to create something that reflects my sensibility and the stories or aesthetics that naturally resonate with me.
For my visual direction, I went further and gathered other references compared to last week’s mood I want to achieve:
Jo Malone’s “Summer Edition” campaigns are notable for their dreamy, handcrafted visuals.
Hermès’ “Pegasus Makes His Entrance” is for its elegant mix of craft, surreal transitions, and refined tone.
Textural, wool-based visuals — soft materials, slow camera movement, warm tones, and nostalgic lighting — are similar to what I collected in my Pinterest and Instagram mood boards:

After reflecting a lot about what story I want to tell or what I want to show visually, I decided to explore the craft and tradition, using the process of making Spanish nougat (turrón) as a symbolic thread. Patience, care, warmth, tradition, and a sense of nostalgia are metaphorical descriptions I want to reflect on. It’s a story about emotion, memory, and connection.
The planning for the video is like this :
Aesthetic:
Soft and cotton materials. Soft lights and a poetic and nostalgic atmosphere.
Story:
The story begins with a girl swinging between almond trees, where a petal with an almond falls. That transition leads into the artisan’s workshop, where the almonds are toasted and mixed with honey to make the turrón. The process is calm, tactile, and full of warmth. Through the reflection in the oven glass, we transition into a cosy family home at Christmas — the same turrón now shared at the table.
Visually, I aim to create an entire environment with wool-like textures, capturing a handcrafted, stop-motion feel within Unreal Engine. Given my current technical limitations with complex character animation, I will focus on subtle gestures, silhouettes, or simple hand movements. Every action will be purposeful, guided by atmosphere and rhythm rather than realism.
In short, this project explores turrón and its representation of craftsmanship, emotion, and the beauty found in life’s small, honest moments. It feels true to my personal style and the kind of storytelling I want to keep developing — emotional, reflective, and quietly powerful.
This week helped me realise I’m drawn to creating crafted and emotional worlds — connecting motion design and storytelling with Unreal Engine’s immersive potential. It’s not just about building a world, but about creating a feeling: something that feels deeply human, poetic, and timeless.