A bolt-action rifle on a bipod silhouetted against an open doorway, bright sunlit ground beyond, three rounds standing on the table edge in the foreground.

Project R3D

A briefing tent under camouflage, built to be lit rather than to be modelled. The brief I set myself was to light one room well enough that it reads as a place, not a set. The rifle and the three rounds stay in frame as the control across every state.

  • games
  • 2026
  • Unreal Engine 5
  • scene assembly
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
Three brass rounds standing upright and sharp on a trestle table, the rifle behind them thrown out of focus, daylight through the doorway beyond.
  • The control, close
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
The rifle laid across a trestle table under blue practical lamps, camouflage tent lining behind, laptops glowing on the far tables.
  • Practicals after dark
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
The full briefing tent interior under a single overhead fluorescent, folding chairs pulled up to two trestle tables, whiteboard at the far end.
  • Overhead fluorescent
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
The rifle and three rounds on a table lit warm from a low angle, the tent falling away into shadow behind.
  • Low warm key
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP

Breakdown

Wide interior — Lighting only
  • Wide interior
  • Lighting only
Wide interior — Lit
  • Wide interior
  • Lit
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
Tables overhead — Lighting only
  • Tables overhead
  • Lighting only
Tables overhead — Lit
  • Tables overhead
  • Lit
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
Briefing three quarter — Lighting only
  • Briefing three quarter
  • Lighting only
Briefing three quarter — Lit
  • Briefing three quarter
  • Lit
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
The rifle — Lighting only
  • The rifle
  • Lighting only
The rifle — Lit
  • The rifle
  • Lit
  • UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP
The briefing tent with no lighting applied, flat grey geometry showing the blockout and the placement of every table, chair and crate.

Unlit

Technical

  • Unreal Engine 5
  • Real-time, practical light sources
  • Post-process volumes, exposure and grade
  • Straight from engine. No Photoshop work.

Authorship

My contribution: scene assembly, lighting, camera, set dressing, composition, final grade.

Assets: KitBash3D and Leartes Studios licensed marketplace assets, Quixel Megascans materials and textures, No original modelling.

Software: Unreal Engine 5.

UE5 · STRAIGHT FROM ENGINE · NO PHOTOSHOP

What I’d change

It is a scene, not a level. The tent reads as a place but nobody lives in it — I would put MetaHumans in there and design the characters properly, so the chairs and the tables have a reason to be where they are. Then a base exterior, so the doorway opens onto something instead of a bright plane. The real change is making it walkable — GASP and Mover locomotion, so you move through the interior yourself rather than looking at four frames of it. That is a different piece of work, and it is the one worth doing next.