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Workshop

Creating Cinematics in Unreal Engine 5

A Workshop
by Kosuke Iwasaki

Production-Ready Workflow using UE5 with Kosuke Iwasaki

beginner
6h 4m 23s
12 Lessons
A Workshop
by Kosuke Iwasaki
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Familiarize yourself with creating cinematics in Unreal Engine 5. This 6-hour workshop is designed for everyone from 3D artists and 2D artists to production managers and filmmakers who want to understand how UE5 works in cinematic production. 3D Generalist, Kosuke Iwasaki, covers everything from art theory, the fundamentals of Unreal Engine, best practices when it comes to data management, through to blocking scenes, kitbashing, working with the Material System, working with characters, creating Niagara effects, working with the Sequencer, lighting, and post-processing.


Artists can expect to learn how to create a cinematic shot while gaining a solid understanding of the best practices that professionals use when working in Unreal Engine to get up and running quickly and efficiently. Project files provided with this workshop include “KI Visualizer,” a blueprint to help with checking your composition and values; “KI SimpleBlockingShape,” simple shapes to help artists with the layout and blockout of a scene; and “WinterGirl,” a copyright-free rigged character that was utilized in this workshop.

12 Lessons

01Key Elements for Great ImagesFree

Kosuke begins this Unreal Engine workshop by discussing that great art requires more than technical proficiency with software or good assets. By prioritizing and balancing key elements like light and composition, color theory, storytelling, and fine detail, artists can systematically develop professional-quality work.

Duration: 26m 44s

Key Elements for Great Images
02Unreal Engine Fundamentals – Part 1

In this lesson, Kosuke runs through some Unreal Engine fundamentals including how to get started, the theory behind the software, and its technical abilities. Highlights include Unreal Engine's native Nanite automatic optimization system and the Lumen’s real-time lighting system, which are just some of the reasons why the software is so powerful. Kosuke covers the basics, like mastering the Epic Games launcher, marketplace downloads, project version compatibility and content management, so artists can easily get started with Unreal Engine.

Duration: 32m 21s

Unreal Engine Fundamentals – Part 1
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03Unreal Engine Fundamentals – Part 2

Continuing to look at Unreal Engine fundamentals, Kosuke takes us into a project to go over more basics, including navigation, view port settings, content browser management, and more. Understanding how assets work and are organized in your scene is also covered, so that you can manage the truly massive amount of assets that Unreal Engine can handle. Versioning is also covered, along with how to update and store assets.

Duration: 33m 45s

Unreal Engine Fundamentals – Part 2
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04Layout Blocking in Unreal Engine

In this lesson, Kosuke enters the blocking phase, one of the most valuable stages of scene creation, as it establishes the compositional and lighting foundation that the rest of the project will be based on. By locking in those initial elements and working with simple geometry, Kosuke doesn't lose time fussing over unnecessary details. Using the fundamental rules of art composition, and taking advantage of techniques like placing shadow-casting objects, he can effectively stage the primary shot for this scene.

Duration: 31m 33s

Layout Blocking in Unreal Engine
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05Megascan Environment

In this lesson, Kosuke introduces the artist to the Quixel Megascans library, a massive collection of photorealistic 3D assets that can be used in Unreal Engine for free. Digging though, he collects assets that will fit his vision for the scene, explains some key settings for downloading and laying them out into an asset zoo level for easy access. Next, Kosuke shares his tricks and techniques to achieve photoreal results while maintaining performance.

Duration: 25m 16s

Megascan Environment
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06Kitbashing the Main Environment

Moving to the inorganic parts of the scene, Kosuke uses Kitbash 3D; another asset library with a focus on elements that can be combined together in an immense number of ways. Using the library's Cargo feature, he imports assets from themed sections of the library directly into his Unreal Engine scene. Through thoughtful design choices, technical understanding of Lumen’s rendering needs and pre-made products, Kosuke demonstrates how to achieve professional results while working with complex, asset-heavy scenes.

Duration: 30m 15s

Kitbashing the Main Environment
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07Material Fundamentals for Beginners

In this lesson, Kosuke introduces us to basic principles surrounding materials. He teaches that realistic materials are not based on a single uniform value in a parameter, but in creating detailed variations through masking techniques. This can be in the form of texture-based painting, geometry-based application directly in the engine, or polygon-grouping methods per asset, all of which ultimately serve to blend different material properties together for natural results.

Duration: 19m 37s

Material Fundamentals for Beginners
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08Unreal Material System Basics

Picking up from the previous lesson, Kosuke implements his teachings into Unreal Engine, explaining the different material categories and sub categories that create the foundation for all material work in the engine. Mastering the concepts and specific nodes in this lesson, from basic texture application and math operations to the hierarchy of parent-child material relationships, is essential before moving to more advanced material techniques.

Duration: 27m 15s

Unreal Material System Basics
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09Advance Material: Snow & Frost

In this lesson, Kosuke examines the Megascans assets and textures in his scene, and aims to unify the look and feel of them all using techniques from previous lessons, so that the whole scene feels natural and lived in. In this instance, he creates an advanced snow material function, combining procedural methods (normal direction, roughness breakup, height blending) with manual control (vertex painting) to get the desired look.

Duration: 29m 46s

Advance Material: Snow & Frost
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10Sequencer & Character Workflow

This lesson focuses on animation workflows in Unreal Engine 5. Here, Kosuke teaches us about the sequencer, the native timeline from which we can animate in the engine, and the relationship between animation, the skeleton and the skeletal mesh when it comes to animating character actors. He also takes a look at different skeletal rigs, and how to attach props to the character. With some camera adjustment and environment refinement, Kosuke starts to pull this cinematic shot together.

Duration: 30m 1s

Sequencer & Character Workflow
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11Niagara Particle & Cloth in Unreal

In the lesson, Kosuke shows us how we can integrate Niagara particle systems and cloth simulation within Unreal Engine to make a scene feel more life-like. By combining multiple particle systems with randomized parameters, varying speeds, sizes, and behaviors, he transforms a static scene into a dynamic, believable winter environment with a character whose clothing reacts to the scene appropriately.

Duration: 37m 36s

Niagara Particle & Cloth in Unreal
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12Lighting & Post Processing

In this final lesson, Kosuke showcases some of the finishing touches you can apply to a scene to really push it to the next level. By combining volumetric lighting, carefully crafted lens effects, optimized render settings, some careful faking techniques, and proper particle system management, the instructor shows how to create visually stunning results entirely within the Unreal Engine, ready for realtime applications.

Duration: 40m 14s

Lighting & Post Processing
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Primary tools

For this workshop you’ll need:

Unreal Engine

* Note that these programs and materials will not be supplied with the course.

Project Files

Downloading the project files will give you access to Kosuke's complete Unreal Engine project, along with assets you can use to recreate and learn from the lessons shown in this workshop, including:


  • Complete Unreal Engine project – Ready-to-open project files (.uproject, .uasset, .umap) with full scenes ready for viewers to explore
    - 3D character assets - Including the ready-to-work-with "Winter Girl" character and her animations, textures, Unreal Engine materials, and a full rig
    - Unreal Engine starter content & more - Unreal's library of assets to get you started building scenes, as well as Kosuke's essential assets
    - Pre-built scenes & maps - Several level files for you to check out, including starter maps, alley scenes, and Kosuke's unique starter map
    - Supporting resources - HDRI lighting, particle systems, cinematics, and more for you to work with, study from, and enhance your own projects with

Skills Covered

Who’s this Workshop for?

This workshop is geared toward 3D artists and filmmakers interested in cinematics in Unreal Engine 5. Whether you're transitioning from other 3D software or new to real-time rendering, the comprehensive skills in these lessons provide the foundation needed for professional cinematic production.


Production managers, directors, and creative professionals will also benefit significantly from understanding UE5's cinematic pipeline. However, Kosuke Iwasaki’s workshop includes Unreal Engine basics and explanations of technical aspects of UE5 while focusing on practical applications of skills. This makes this workshop accessible to non-technical roles who need to understand modern real-time production workflows to communicate effectively with technical teams.

Learning Outcomes

By completing this workshop, artists will be able to create professional cinematics using Unreal Engine 5 and complete pipeline work for different real-time elements.


Key skills include:

  • How to establish efficient file management workflows and best practices for cinematic projects.
  • How to block scenes effectively using composition theory and professional layout techniques.
  • How to utilize kitbashing methods for rapid environment creation, keeping asset optimization in mind.
  • How to work with Unreal Engine's material and shader system for creating realistic textures.
  • How to integrate and animate rigged characters within cinematic sequences effectively.
  • How to create dynamic visual effects using Niagara particle systems for cinematics.
  • How to use Sequencer for professional animation timing and camera movement control.
  • How to implement advanced lighting techniques and post-processing for cinematic quality output.
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Workshop
Creating Cinematics in Unreal Engine 5
Production-Ready Workflow using UE5 with Kosuke Iwasaki
A Workshop by Kosuke IwasakiLead Real-Time Artist at DNEG
beginner
6h 04m
12 Lessons
Instructor Kosuke IwasakiLead Real-Time Artist at DNEG

Kosuke Iwasaki began his career as a videographer in Japan, where he became fascinated by the potential of visual effects to bring imagination to life. This passion led him to ILM, where he progressed from Digital Paint Artist to a versatile 2D/3D Generalist, contributing to a wide range of films and TV series.


He currently works as a Real-Time Generalist in the Advanced Technology Group at ReDefine (DNEG) in Barcelona. In this role, Kosuke combines artistic skill with technical expertise, engaging in R&D, creating training materials, and contributing creatively to both films and immersive experiences.

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  • I remember when Kosuke started his career at ILM, where his talent was immediately noticed and recognized. He was assigned to work on shots from start to finish, which allowed him to gain a deep understanding of various software and a range of artistic skills. Later on, his love for VFX led him to work on multiple projects, resulting in several wins in VFX competitions over the years. Beyond his technical abilities, Kosuke is a generous mentor and colleague.

    - Charlotte Brancucci
    Compositor / Matte Painter at The Embassy

  • Kosuke has been an unwavering pillar of support for the artistic team, not only as an amazing artist but also aiding other artists in mastering a variety of 3D tools, workflows and techniques while sharing his knowledge. His approach makes the learning experience engaging and motivates them to further their expertise and technical skills.

    - Luciano Italo Brasolin
    Lead Real-Time Technical Artist at DNEG

  • It's been an enormous pleasure for me to work with Kosuke. Though he was leading us as a newly made supervisor, we didn't feel any difference; even all of our colleagues loved the guidance and treatment from him. In terms of professionalism, time of availability, and the ideas and knowledge he puts into every asset is outstanding. He's very passionate, knowledgeable as a supervisor in every aspect, like model/texture/color sense, look dev, lighting, and comp.

    - Suvamay Mait
    3D Environment Generalist TD at DNEG

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