A clear, step-by-step workflow for lighting real-time cinematics.
In this course, you will learn cinematic lighting in Unreal Engine.
You will learn how to plan, light, and polish a full sequence.
First, you will learn the key lighting ideas: contrast, color, shape, and focus.
Next, you will plan your shots using references and a simple process.
Then, you will light Night and Day versions of the same sequence.
Finally, you will polish each shot and keep the look consistent.

Light with clear story intent, not guesswork
Control focus using a simple light priority
Break down references and build a lighting plan
Build a master setup, then refine key and child shots
Shape characters with proven setups (Rembrandt, triad, sun-wrap)
Use contact sheets to spot issues fast
Set up CineCamera, framing, and depth of field
Render clean results with Movie Render Queue (MRQ)


This is not a list of random tips. It is a repeatable workflow.
Reference-led: learn how to read lighting from stills
Shot-based: master shots, key shots, and child shots
Sequencer-friendly: iterate without breaking the sequence
Problem-focused: fix hotspots, double shadows, and exposure issues
Because of this, your work is easier to repeat and improve.

You will learn contrast, color contrast, composition, depth, and shadow control.
Then you will apply them inside Unreal Engine.

You will research references and do a clear breakdown.
After that, you will plan shots and make simple lighting diagrams.

You will set up CineCamera and an anamorphic look.
Then use lighting blueprints, lighting channels, and Niagara basics.
Finally, you will render with Movie Render Queue (MRQ).

You will build a natural night base first.
Next, you will add practical lights and refine the look.
Eventually, you will polish child shots and keep shot matching.
Learn to match daylight references and plan exposure.
Later you will shape the sun, atmosphere, and emissives.
At the end, you will polish shots for a consistent sequence.

Lighting artists who want a cinematic workflow in Unreal
Cinematic artists who need shot matching and polish
Environment and character artists who want stronger lighting skills
Unreal users who can place lights and want a real process

You should know basic Unreal navigation and how to place lights.
It is recommended to be ready to work from references and iterate.
No need to know advanced math.
Xavier Perez is a Senior Lighting Artist with 6 years of Unreal Engine experience, spanning short films, archviz, virtual production, and games. With an architectural and photography background, he brings strong cinematography, color theory, and realistic environment/cinematic lighting skills. He’s known for clear communication, creative problem-solving, and helping teams raise visual quality through workflow improvements, feedback, and mentoring. Tools include Unreal Engine, Maya, DaVinci Resolve, with deep knowledge of PBR and HDR pipelines. Born in Ecuador, and open to remote opportunities.
