Advanced (Paid)
2 hours
Advanced Instruction On Unreal's Sequencer — Advanced
Unreal Engine's Sequencer is a multi-track visual editing system that is used for creating and editing sequences, shots and sound in real time, with splicing and playback features like other, modern edit bays used in film and television production. For film, TV, animation, games, themed attraction fly-throughs and other projects, Sequencer gives you the ability to create cinematics and other real time assets by creating level sequences in your Unreal project. Sequencer allows you to add tracks, determine the makeup of each track, and helps the user manipulate the content for shots and scenes. Tracks can consist of things like visual effects, character animation, lighting and camera, environmental transformations such as day to night, sunny to rain and much more.
Instructor: Philip Donahue - Unreal Authorized Instructor. Online - synchronous - Via Zoom
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group: Getting clients
Pilot | https://player.vimeo.com/video/153749651?h=50b23c33ff | 3:03
Cute Poison | https://player.vimeo.com/video/153748906?h=847b19281c | 3:06
Sleight of Hand | https://www.youtube.com/embed/Faow3SKIzq0 | 4:23
Tonight | https://www.youtube.com/embed/pswdTJ59fdQ | 5:23
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Unreal Engine's Sequencer is a multi-track visual editing system that is used for creating and editing sequences, shots and sound in real time, with splicing and playback features like other, modern edit bays used in film and television production.
For film, TV, animation, games, themed attraction fly-throughs and other projects, Sequencer gives you the ability to create cinematics and other real time assets by creating level sequences in your Unreal project. Sequencer allows you to add tracks, determine the makeup of each track, and helps the user manipulate the content for shots and scenes.
Tracks can consist of things like visual effects, character animation, lighting and camera, environmental transformations such as day to night, sunny to rain and much more.
Prerequisite: Standard UE Sequencer Class - Intermediate and Unreal 101 class or an equivalent, basic knowledge of Unreal Engine.
Philip Donahue is a seasoned game designer; his professional game development experience includes working on everything from AAA to indie game titles, published for console, mobile, XR and PC platforms.
Over the last decade and a half, he has filled the roles of technical artist, game designer, producer, creative director and other titles while working on game and cinematic development published by Epic Games, Activision, Sega, THQ, and Chillingo.
Phil holds dual masters degrees; having earned his MFA in Game Design from LCAD and MA in I/O Psychology from Argosy University. Phil has taught at several college campuses over the years, having been involved in collegiate education since 2012, when he began teaching Unreal Engine based classes at several campuses, including: AICA-LA, AICA-SB, AI-Hollywood, Woodbury University, Otis College, Studio Arts, CG-Pro, CG-Circuit, Epic Games Fellowships (x10), Digital Planet Academy, NEP/Lux machina Virtual Production Masterclasses, Indie Design Network Educational programs, and has assisted graduate level students in building games with the USC GamePipe Advanced Game Production Program.
Phil is the founder of Game Design Network, the Creative Director on Pytheas (a Virtual Reality psychological horror game for the Oculus and HTC-Vive HMD systems) was a Technical Artist on Transformers 2: Revenge of the Fallen for PS3 & Xbox 3, was the Game Designer for several titles from an unannounced Sega reboot title & several games with GDN & various independent game studios. Working with the Unreal Engine from Epic Games since 2007, Phil eventually became one of the first instructors worldwide to earn the title of UAI (Unreal Authorized Instructor/Training Partner) for Epic Games in 2019.He has been on contract with Epic games for the Unreal Animation Fellowship since early 2021 (where he has been assisting filmmakers in using Unreal Engine for Virtual Production, Motion Capture integration and other cutting-edge methods for video production) at the Tribeca film festival, ICVFX1-3, and several film production studios assisting with VP, Mo-Cap, Light Volume Capture, AR/Holographic displays, and similar technologies.
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