For the rendering stage, I exported the entire animation from Unreal Engine as a PNG image sequence at 24 fps using Sequencer. The full 4K export took around six hours to complete.
Inside Unreal, I set up a dedicated post-process volume to control the final look. I mainly focused on exposure and lens-related effects. I adjusted the exposure settings so the blue lab lighting and the red override lighting stayed consistent during the render. I also enabled lens flares to enhance the sci-fi feel, especially around the holograms and the mech’s emissive parts. Motion blur and anti-aliasing were enabled to smooth out the mech’s movement and reduce jagged edges, and I added game overrides to stabilise the flickering lights so they wouldn’t behave unpredictably during the render.


Once the PNG sequence was exported, I imported it into Premiere Pro as an image sequence and handled all my colour refinement there instead of using LUTs in Unreal. I applied basic colour corrections, mainly adjusting contrast and saturation, to unify the shots and balance the red override lighting across the sequence. The goal was to keep the colours consistent without overpowering the scene, so I kept the adjustments subtle and focused on matching the overall tone.
