Gamma XRS · showreel · creative reference · V4 · 15 Oct 2026

One Room

A host-led showreel for Gamma XRS, written in the studio’s client voice. Each capability gets a held final, the reveal, one plain sentence from the team, and a rig caption. 19 worlds on Stage 04, no vehicle rigs, three shoot days.

3:31 runtime39 shots8 chapters19 worlds0 vehicle rigs327 words of host script
Brand · Gamma XRS Rev A

How the brand guide shapes this reel

Voice

Host lines use the Studio voice: second person, present tense, short. Sentences average 6.1 words against a limit of 18. None of the ten words the guide avoids appear. The tagline appears word for word: “Final pixel, on the day.”

Captions carry the rig

Following “lead with the shot; put the rig in the caption”, each capability has a short name and a mono rig line, e.g. STAGE 04 · VOLUME ONE · FINAL PIXEL · NO COMP. Add lens, T-stop and frame rate from the slate on the day.

Picture and grade

For the DOP and colourist: neutral, contrast-forward, black point at L* 4–6, cool shadows, skin not warmed, no halation or bloom. Masters are ProRes 4444 with alpha.

Logo and type

The Aperture build (620 ms, hold 1.2 s) plays once, at the head. The end card is the static tagline lockup. Logo artwork comes from the brand team; panels and the reel only show placeholders, because the logotype must never be reset in another typeface. Type is Archivo and JetBrains Mono.

Claims to confirm before recording

  • 4.2 ms camera to wall: the guide says both “measured at the sensor” and “end to end”. Pick one and put it in the shot 8 caption.
  • Nine LED volumes across two countries: Stages 01–04 Shepperton, 05–09 Chennai. This reel is shot on Stage 04.
  • 10,000 in the stands: set the crowd simulation to match.
  • Host name: the guide’s sample card names a VP supervisor; confirm who presents.
What this document contains

Everything needed to plan and shoot the reel

The format

A 3:31 showreel in 8 chapters and 39 shots. Each capability gets a held final, a reveal of the stage, one sentence from the host, and an on-screen caption. Shots average 5.4s.

The team script

Every host line, piece to camera, talkback call and caption, in shot order, written in the Gamma XRS client voice. A generated British voice reads it in the reference reel and the animatic for timing.

The shot breakdown

A drawn panel for every shot, with framing, camera move, host line, caption, kit, world, and a link to the exact second of the reference film.

Assets and budget

For each of the 19 worlds: digital assets with store links, prices and a top pick, plus practical set pieces, wardrobe and lighting. Top-pick digital spend is about $1,533 on Personal licences at full price (rupee prices converted at about ₹88 to the dollar); budget about double for the Professional licence a studio needs. 7 items still need pricing by hand and 5 top picks are free.

Practical scope

No vehicle rigs: cars stay parked and the bike sits on a stand while plates move on the wall. The climber needs a stunt coordinator and a certified rope rig; the live giant needs a mocap suit.

Team script

What the team says, and when

Two voices. HOST is a Gamma XRS virtual production supervisor: four pieces to camera on the stage, plus voice-over recorded the same week. STAGE lines are real talkback from the brain bar, recorded on the day from the comms feed. Lines are written at about 2.5 words a second so each fits its shot. Swap in real names, wall size and numbers before recording.

Recording our voice-over

  • Quick take: open the reference reel, press “Record voice-over” and read the prompter. The reel plays from shot 1 after a 3-second count-in, and a bar shows how long each shot lasts. Then play the reel back with your voice, and download the take.
  • Studio take: record in a booth while watching ONE_ROOM_V4_animatic_VO.mp4, start your line on each cut, and load the file into the reel with “Load a recording”.
  • Line by line: save one file per shot (03.wav, 04.wav …) in a folder and run python3 tools/vo_track.py --lines that-folder.

Putting it on the animatic

  • ONE_ROOM_V4_animatic_VO.mp4 has the generated voice-over (synthetic British voice) so you can hear pacing and tone.
  • With your take: python3 tools/vo_track.py --file our_vo.wav writes ONE_ROOM_V4_animatic_ourVO.mp4.
  • Every line fits its shot at a natural pace. Shot 8 is the tightest, so start that line right on the cut.

0 · WELCOME 0:00

01

Opens on black: the Gamma XRS Aperture build (620 ms, hold 1.2 s) over the dark stage. Then the extreme wide from the back of the stage. The wall is dark, work lights only, haze hanging, crew small in silhouette.

HOST

This is Stage 04 at Gamma XRS. Right now, it’s dark. (voice-over)

02

Same locked-off wide. The wall fades up section by section to white and floods the crew with light.

HOST

Everything you see next, we shot here. Final pixel, on the day. (voice-over)

STAGE

“Wall coming up.” (talkback, recorded live)

03

HOST (Gamma XRS VP supervisor) walks into frame in front of the glowing wall, turns to camera, gestures back at the screen. Medium wide, slow push in to a mid shot.

HOST

Gamma XRS runs nine LED volumes across two countries, on one colour pipeline. Here’s what that means for your shot. (to camera)

CAPTION

[NAME] · VIRTUAL PRODUCTION SUPERVISOR · GAMMA XRS

1 · IN-CAMERA VFX 0:19

04

Wide, slow push. Three astronauts walk out of a white glare across an ice plain.

HOST

This is a final image. It came straight out of the camera. (voice-over)

CAPTION

IN-CAMERA VFX · STAGE 04 · VOLUME ONE · FINAL PIXEL · NO COMP

05

Low wide. The astronauts are small under the giant planet. Hold the frame long enough to take it in.

HOST

No green screen. No comp. The planet is in the lens. (voice-over)

06

Same angle, pulled back past our camera and a softbox. The planet is on the wall; practical ice rocks melt into the LED at the floor line.

HOST

This is a virtual set extension. The rocks are real; the ice plain behind them is on the wall. (voice-over)

STAGE

“That’s a print.” (talkback, recorded live)

CAPTION

VIRTUAL SET EXTENSIONS THAT LOOK REAL · SCENIC ROCKS IN FRONT · VIRTUAL ICE PLAIN BEHIND · ONE FLOOR LINE

07

Close on a helmet visor. The ice world and the planet curve across the glass.

HOST

The world is really there, so it reflects. Visors, glass, water. (voice-over)

CAPTION

REAL REFLECTIONS · VISOR · GLASS · WATER · NO ROTO

2 · TRACKING AND PARALLAX 0:43

08

Close on the tracking crown on top of the camera. Rack focus from the markers to the wall behind.

HOST

The camera is tracked. The wall follows the lens in 4.2 milliseconds. (voice-over)

CAPTION

CAMERA TRACKING · CAMERA TO WALL 4.2 MS · MEASURED AT [CONFIRM]

09

Dolly track leads to a lone actor in a teal machine hall. As the dolly moves, the wall’s perspective moves with it.

HOST

Move the camera, and the world moves with true perspective. (voice-over)

CAPTION

PARALLAX · TRACKED DOLLY · PERSPECTIVE SOLVED EVERY FRAME

10

A man in silhouette walks a forest ridge at dusk. The camera tracks alongside; near trunks slide past faster than the far treeline.

HOST

Track alongside an actor, and every tree shifts as it would on location. (voice-over)

CAPTION

WALK AND TRACK · TRACKED DOLLY · 6 M WALK · FOREST IN ENGINE

11

An actor in silhouette against the inner frustum, switched to green, while the rest of the wall keeps lighting the set.

HOST

The sharpest pixels follow the lens. Need VFX later? We key just that patch green. (voice-over)

CAPTION

INNER FRUSTUM · FULL RESOLUTION WHERE THE LENS LOOKS · GREEN ON CUE

3 · REAL-TIME CHARACTERS 1:07

12

Extreme wide in silhouette. Actor on a rock riser, misty stone spires on the wall. No dialogue; let the music breathe.

STAGE

“Loading the pinnacles. Fog in.” (talkback, recorded live)

13

MCU. The heroine looks up. A giant shape moves in the fog behind her.

HOST

Your actors react to something real. (voice-over)

14

Wide. A mocap performer in the corner of the stage raises an arm; on the wall the stone giant raises its arm with them, in real time.

HOST

The giant is played live, by a performer in a motion-capture suit on the floor. (voice-over)

STAGE

“Giant’s live. Go ahead and move.” (talkback, recorded live)

CAPTION

LIVE PERFORMANCE CAPTURE · MOCAP SUIT → UNREAL LIVE LINK → CHARACTER ON THE WALL

4 · LIGHT 1:23

15

HOST in the wasteland set, half-lit by the wall. Points up at the sky on the wall, then at the actor’s face.

HOST

The wall is also your biggest light. Change the sky, and every face changes with it. (to camera)

CAPTION

THE WALL IS THE LIGHT · LED SKY LIGHTS ACTORS AND SET

16

Locked extreme wide of the wasteland set. The wall shifts from red dusk to bright amber and the whole set relights with it.

STAGE

“Take us to golden hour.” (talkback, recorded live)

CAPTION

TIME OF DAY · DUSK → GOLDEN HOUR · ONE FADER

17

Close on a woman at a candlelit terrace table. The sea and mountains sit behind her at dusk.

HOST

Golden hour lasts twenty minutes on location. Here, it lasts all afternoon. (voice-over)

18

Two robed figures in silhouette between pavilion pillars. Golden mist over the lake.

19

The brain bar: operators at screens, the wall glowing beyond them. Slow track left along the desk.

HOST

One desk runs the wall, the engine and the stage lights. (voice-over)

CAPTION

THE BRAIN BAR · WALL · ENGINE · LIGHTING DESK

20

Night campfire set. A cyan beam drops from an overhead fixture onto an actor as a ship appears on the wall.

HOST

So a light cue lands on a story beat. (voice-over)

STAGE

“Beam on my cue… now.” (talkback, recorded live)

CAPTION

LIGHTING CUED BY THE ENGINE · UNREAL → DMX · FIXTURE FIRES ON THE SHIP CUE

5 · LOCATIONS WITHOUT TRAVEL 1:59

21

Front-on medium wide. A parked car, headlights on, a Paris avenue and landmark behind it.

HOST

Paris. (voice-over)

22

Extreme wide of the volume, car centred. The wall cuts from the sunny avenue to a neon night square and the crew changes colour with it.

HOST

New York. Between takes. (voice-over)

STAGE

“Swap to New York.” (talkback, recorded live)

CAPTION

LOCATION CHANGE · PARIS → NEW YORK · BETWEEN TAKES

23

Through the windscreen. The driver is lit by city bokeh streaming past. The car is parked.

HOST

For driving scenes, the car stays parked. The plates do the moving. (voice-over)

CAPTION

DRIVING, NO RIG · PARKED CAR · PLATES ON WALL AND CEILING

24

ECU on glossy paint. Neon city slides across the bodywork.

25

A rider on a motorbike tears down a burnt-out road, dead trees streaming past. The bike sits on a stand; only the road moves.

HOST

Bikes work the same way. The bike stays on a stand. The road comes to you. (voice-over)

CAPTION

MOVING BACKGROUND · BIKE ON A STAND · ROAD PLATE ON THE WALL · FANS FOR WIND

26

Wide on the stage. The rider sits on the bike in front of the moving wall; fans blow, the camera crane hangs overhead.

STAGE

“Fans up. Roll the road.” (talkback, recorded live)

6 · SCALE AND EFFECTS 2:27

27

A practical pavement with bikes and a kerb flows into an LED city street. Slow push toward the seam.

HOST

Real pavement, real bikes, then pixels. Find the seam. (voice-over)

CAPTION

FLOOR-TO-WALL BLEND · PRACTICAL PAVEMENT → LED STREET

28

Extreme wide. An arena packed with a digital crowd; two gladiators on practical sand.

HOST

Ten thousand in the stands. Six extras on the sand. (voice-over)

CAPTION

DIGITAL CROWD · 10,000 IN ENGINE · 6 ON THE SAND

29

Wide. A practical tank hull on a dirt floor; a fighter crosses the sky on the wall; smoke plume behind.

STAGE

“Planes inbound.” (talkback, recorded live)

30

Handheld. A soldier ducks as the plane passes overhead. Practical sparks.

HOST

Smoke, sparks and haze play live against the wall. (voice-over)

CAPTION

PRACTICAL FX · SPARKS · SMOKE · HAZE · IN THE VOLUME

31

A climber hangs on a rope against a cliff, peaks far below. Split frame in the edit: the final on top, the stage underneath.

HOST

Stunts work here too. A climber on a rope, a cliff on the wall, a mat below. (voice-over)

CAPTION

STUNTS ON A LINE · ROPE FROM THE TRUSS · ROCK FLAT · CLIFF ON THE WALL

32

An actor runs through smoke toward the burning sky on the wall; a handheld operator chases behind.

HOST

And if the scene needs a run, there’s room to run. (voice-over)

CAPTION

ACTION ON THE FLOOR · HANDHELD · PRACTICAL SMOKE · 8 M RUN

33

Rain and haze. Red tail-lights, a hooded figure, red light across a face.

HOST

So does rain. (voice-over)

34

A rider before an army that fills the horizon.

STAGE

“Give me ten thousand more.” (talkback, recorded live)

7 · THE REVEAL 3:03

35

HOST in front of the mountain-pass world, the red car behind. Speaks to camera, then steps out of frame.

HOST

Any world. Any hour. Any weather. You see the final on the day. (to camera)

36

A woman beside the open door of a red car. A mountain valley falls away behind her.

37

Pull back. The valley is the wall, the car sits on a dressed floor, crew all around.

STAGE

“Checking the gate…” (talkback, recorded live)

CAPTION

FINAL + STAGE · ONE FRAME

38

The widest frame of the shoot: the whole volume from the highest point, haze, one world still glowing, crew tiny.

HOST

Gamma XRS. Final pixel, on the day. (voice-over)

STAGE

“That’s a wrap on the world.” (talkback, recorded live)

39

Void ground. Static tagline lockup (lockup E): “Final pixel, on the day.” and gammaxrs.com. No animation: the guide allows the Aperture build only at the head of a film.

AV script

Picture, sound and captions

Time / shotPictureHost and talkbackOn-screen caption
0 · WELCOME0:00 · An empty room wakes up. The host introduces the stage and makes the promise: everything you see was shot here, in camera.
0:00
01 · 5s
STAGE 04 · DAY 1 · 07:58
Opens on black: the Gamma XRS Aperture build (620 ms, hold 1.2 s) over the dark stage. Then the extreme wide from the back of the stage. The wall is dark, work lights only, haze hanging, crew small in silhouette.
HOST: This is Stage 04 at Gamma XRS. Right now, it’s dark.
0:05
02 · 5s
STAGE 04 · DAY 1 · 07:59
Same locked-off wide. The wall fades up section by section to white and floods the crew with light.
HOST: Everything you see next, we shot here. Final pixel, on the day.
STAGE: “Wall coming up.”
0:10
03 · 9s
STAGE 04 · DAY 1 · 08:05
HOST (Gamma XRS VP supervisor) walks into frame in front of the glowing wall, turns to camera, gestures back at the screen. Medium wide, slow push in to a mid shot.
HOST: Gamma XRS runs nine LED volumes across two countries, on one colour pipeline. Here’s what that means for your shot.
[NAME]
VIRTUAL PRODUCTION SUPERVISOR · GAMMA XRS
1 · IN-CAMERA VFX0:19 · A finished image first, held long enough to believe, then the reveal of how it was made.
0:19
04 · 6s
EXT. EUROPA — ICE PLAIN — DAY
Wide, slow push. Three astronauts walk out of a white glare across an ice plain.
HOST: This is a final image. It came straight out of the camera.
IN-CAMERA VFX
STAGE 04 · VOLUME ONE · FINAL PIXEL · NO COMP
0:25
05 · 6s
EXT. EUROPA — ICE PLAIN — DAY
Low wide. The astronauts are small under the giant planet. Hold the frame long enough to take it in.
HOST: No green screen. No comp. The planet is in the lens.
0:31
06 · 7s
STAGE 04 · DAY 1 · 08:40
Same angle, pulled back past our camera and a softbox. The planet is on the wall; practical ice rocks melt into the LED at the floor line.
HOST: This is a virtual set extension. The rocks are real; the ice plain behind them is on the wall.
STAGE: “That’s a print.”
VIRTUAL SET EXTENSIONS THAT LOOK REAL
SCENIC ROCKS IN FRONT · VIRTUAL ICE PLAIN BEHIND · ONE FLOOR LINE
0:38
07 · 5.5s
EXT. EUROPA — ICE PLAIN — DAY
Close on a helmet visor. The ice world and the planet curve across the glass.
HOST: The world is really there, so it reflects. Visors, glass, water.
REAL REFLECTIONS
VISOR · GLASS · WATER · NO ROTO
2 · TRACKING AND PARALLAX0:43 · Why a wall reads as a place: the camera is tracked, perspective moves, and the inner frustum follows the lens.
0:43
08 · 5s
STAGE 04 · DAY 1 · 10:02
Close on the tracking crown on top of the camera. Rack focus from the markers to the wall behind.
HOST: The camera is tracked. The wall follows the lens in 4.2 milliseconds.
CAMERA TRACKING
CAMERA TO WALL 4.2 MS · MEASURED AT [CONFIRM]
0:48
09 · 6s
STAGE 04 · DAY 1 · 10:20
Dolly track leads to a lone actor in a teal machine hall. As the dolly moves, the wall’s perspective moves with it.
HOST: Move the camera, and the world moves with true perspective.
PARALLAX
TRACKED DOLLY · PERSPECTIVE SOLVED EVERY FRAME
0:54
10 · 6s
EXT. PINE RIDGE — DUSK
A man in silhouette walks a forest ridge at dusk. The camera tracks alongside; near trunks slide past faster than the far treeline.
HOST: Track alongside an actor, and every tree shifts as it would on location.
WALK AND TRACK
TRACKED DOLLY · 6 M WALK · FOREST IN ENGINE
1:00
11 · 7s
STAGE 04 · DAY 1 · 10:45
An actor in silhouette against the inner frustum, switched to green, while the rest of the wall keeps lighting the set.
HOST: The sharpest pixels follow the lens. Need VFX later? We key just that patch green.
INNER FRUSTUM
FULL RESOLUTION WHERE THE LENS LOOKS · GREEN ON CUE
3 · REAL-TIME CHARACTERS1:07 · A CG giant performed live, so the actor has something real to react to.
1:07
12 · 4s
STAGE 04 · DAY 1 · 11:15
Extreme wide in silhouette. Actor on a rock riser, misty stone spires on the wall. No dialogue; let the music breathe.
STAGE: “Loading the pinnacles. Fog in.”
1:11
13 · 5s
EXT. THE PINNACLES — DAWN
MCU. The heroine looks up. A giant shape moves in the fog behind her.
HOST: Your actors react to something real.
1:16
14 · 7s
STAGE 04 · DAY 1 · 11:52
Wide. A mocap performer in the corner of the stage raises an arm; on the wall the stone giant raises its arm with them, in real time.
HOST: The giant is played live, by a performer in a motion-capture suit on the floor.
STAGE: “Giant’s live. Go ahead and move.”
LIVE PERFORMANCE CAPTURE
MOCAP SUIT → UNREAL LIVE LINK → CHARACTER ON THE WALL
4 · LIGHT1:23 · The wall is the key light. Time of day on a fader, sunrise on demand, stage lights cued by the engine.
1:23
15 · 8s
STAGE 04 · DAY 3 · 08:10
HOST in the wasteland set, half-lit by the wall. Points up at the sky on the wall, then at the actor’s face.
HOST: The wall is also your biggest light. Change the sky, and every face changes with it.
THE WALL IS THE LIGHT
LED SKY LIGHTS ACTORS AND SET
1:31
16 · 6s
STAGE 04 · DAY 3 · 08:20
Locked extreme wide of the wasteland set. The wall shifts from red dusk to bright amber and the whole set relights with it.
STAGE: “Take us to golden hour.”
TIME OF DAY
DUSK → GOLDEN HOUR · ONE FADER
1:37
17 · 5.5s
EXT. RIVIERA TERRACE — DUSK
Close on a woman at a candlelit terrace table. The sea and mountains sit behind her at dusk.
HOST: Golden hour lasts twenty minutes on location. Here, it lasts all afternoon.
1:43
18 · 5s
EXT. LAKE PAVILION — SUNRISE
Two robed figures in silhouette between pavilion pillars. Golden mist over the lake.
1:48
19 · 5s
STAGE 04 · DAY 3 · 11:20
The brain bar: operators at screens, the wall glowing beyond them. Slow track left along the desk.
HOST: One desk runs the wall, the engine and the stage lights.
THE BRAIN BAR
WALL · ENGINE · LIGHTING DESK
1:53
20 · 6s
STAGE 04 · DAY 3 · 11:30
Night campfire set. A cyan beam drops from an overhead fixture onto an actor as a ship appears on the wall.
HOST: So a light cue lands on a story beat.
STAGE: “Beam on my cue… now.”
LIGHTING CUED BY THE ENGINE
UNREAL → DMX · FIXTURE FIRES ON THE SHIP CUE
5 · LOCATIONS WITHOUT TRAVEL1:59 · Paris to New York between takes, night driving with a parked car, and a motorbike on a stand with the road moving past. No vehicle rig.
1:59
21 · 4.5s
EXT. PARIS — DAY
Front-on medium wide. A parked car, headlights on, a Paris avenue and landmark behind it.
HOST: Paris.
2:03
22 · 5s
STAGE 04 · DAY 2 · 12:10
Extreme wide of the volume, car centred. The wall cuts from the sunny avenue to a neon night square and the crew changes colour with it.
HOST: New York. Between takes.
STAGE: “Swap to New York.”
LOCATION CHANGE
PARIS → NEW YORK · BETWEEN TAKES
2:08
23 · 6s
EXT. CITY — NIGHT — DRIVING
Through the windscreen. The driver is lit by city bokeh streaming past. The car is parked.
HOST: For driving scenes, the car stays parked. The plates do the moving.
DRIVING, NO RIG
PARKED CAR · PLATES ON WALL AND CEILING
2:14
24 · 3s
EXT. CITY — NIGHT — DRIVING
ECU on glossy paint. Neon city slides across the bodywork.
2:17
25 · 5.5s
EXT. BURNT ROAD — DUSK — MOVING
A rider on a motorbike tears down a burnt-out road, dead trees streaming past. The bike sits on a stand; only the road moves.
HOST: Bikes work the same way. The bike stays on a stand. The road comes to you.
MOVING BACKGROUND
BIKE ON A STAND · ROAD PLATE ON THE WALL · FANS FOR WIND
2:23
26 · 4s
STAGE 04 · DAY 2 · 15:20
Wide on the stage. The rider sits on the bike in front of the moving wall; fans blow, the camera crane hangs overhead.
STAGE: “Fans up. Roll the road.”
6 · SCALE AND EFFECTS2:27 · Set extension, digital crowds, a climber on a rope, a run through smoke, sparks and rain, all live in the volume.
2:27
27 · 5s
STAGE 04 · DAY 3 · 15:00
A practical pavement with bikes and a kerb flows into an LED city street. Slow push toward the seam.
HOST: Real pavement, real bikes, then pixels. Find the seam.
FLOOR-TO-WALL BLEND
PRACTICAL PAVEMENT → LED STREET
2:32
28 · 5s
EXT. ARENA — DAY
Extreme wide. An arena packed with a digital crowd; two gladiators on practical sand.
HOST: Ten thousand in the stands. Six extras on the sand.
DIGITAL CROWD
10,000 IN ENGINE · 6 ON THE SAND
2:37
29 · 4s
STAGE 04 · DAY 1 · 17:05
Wide. A practical tank hull on a dirt floor; a fighter crosses the sky on the wall; smoke plume behind.
STAGE: “Planes inbound.”
2:41
30 · 4s
EXT. FRONT LINE — DAY
Handheld. A soldier ducks as the plane passes overhead. Practical sparks.
HOST: Smoke, sparks and haze play live against the wall.
PRACTICAL FX
SPARKS · SMOKE · HAZE · IN THE VOLUME
2:45
31 · 6s
EXT. NORTH FACE — DAY
A climber hangs on a rope against a cliff, peaks far below. Split frame in the edit: the final on top, the stage underneath.
HOST: Stunts work here too. A climber on a rope, a cliff on the wall, a mat below.
STUNTS ON A LINE
ROPE FROM THE TRUSS · ROCK FLAT · CLIFF ON THE WALL
2:51
32 · 4s
STAGE 04 · DAY 3 · 09:10
An actor runs through smoke toward the burning sky on the wall; a handheld operator chases behind.
HOST: And if the scene needs a run, there’s room to run.
ACTION ON THE FLOOR
HANDHELD · PRACTICAL SMOKE · 8 M RUN
2:55
33 · 4s
EXT. ROADSIDE — NIGHT — RAIN
Rain and haze. Red tail-lights, a hooded figure, red light across a face.
HOST: So does rain.
2:59
34 · 4s
EXT. BATTLEFIELD — DUSK
A rider before an army that fills the horizon.
STAGE: “Give me ten thousand more.”
7 · THE REVEAL3:03 · One last world, the widest pull back, and the offer.
3:03
35 · 7s
STAGE 04 · DAY 2 · 18:40
HOST in front of the mountain-pass world, the red car behind. Speaks to camera, then steps out of frame.
HOST: Any world. Any hour. Any weather. You see the final on the day.
3:10
36 · 4s
EXT. MOUNTAIN PASS — DAY
A woman beside the open door of a red car. A mountain valley falls away behind her.
3:14
37 · 6s
STAGE 04 · DAY 2 · 18:55
Pull back. The valley is the wall, the car sits on a dressed floor, crew all around.
STAGE: “Checking the gate…”
FINAL + STAGE
ONE FRAME
3:20
38 · 6s
STAGE 04 · DAY 3 · 19:02
The widest frame of the shoot: the whole volume from the highest point, haze, one world still glowing, crew tiny.
HOST: Gamma XRS. Final pixel, on the day.
STAGE: “That’s a wrap on the world.”
3:26
39 · 5s
Void ground. Static tagline lockup (lockup E): “Final pixel, on the day.” and gammaxrs.com. No animation: the guide allows the Aperture build only at the head of a film.
Shot breakdown

39 shots

Drawn panels for our shoot. The amber line under a panel is the host line that plays over it. “Watch the moment” opens the reference film at the exact second.

0 · WELCOME

An empty room wakes up. The host introduces the stage and makes the promise: everything you see was shot here, in camera.

Storyboard panel 1
010:00 · 5sSTAGE
STAGE 04 · DAY 1 · 07:58

Opens on black: the Gamma XRS Aperture build (620 ms, hold 1.2 s) over the dark stage. Then the extreme wide from the back of the stage. The wall is dark, work lights only, haze hanging, crew small in silhouette.

This is Stage 04 at Gamma XRS. Right now, it’s dark.

Kit: Haze, Work lights on dimmers, Aperture build animation from the brand team (ProRes 4444 with alpha)

World: Stage 1 (empty volume, brain bar)

Reference #3: Unreal Engine, 0:00 · watch the moment

Storyboard panel 2
020:05 · 5sSTAGE
STAGE 04 · DAY 1 · 07:59

Same locked-off wide. The wall fades up section by section to white and floods the crew with light.

Everything you see next, we shot here. Final pixel, on the day.

Kit: Locked-off wide, Processor fade cue

World: Stage 1 (empty volume, brain bar)

Reference #11: Tyler Casey, 0:04 · watch the moment

Storyboard panel 3
030:10 · 9sHOST
STAGE 04 · DAY 1 · 08:05

HOST (Gamma XRS VP supervisor) walks into frame in front of the glowing wall, turns to camera, gestures back at the screen. Medium wide, slow push in to a mid shot.

Gamma XRS runs nine LED volumes across two countries, on one colour pipeline. Here’s what that means for your shot.

[NAME]

Kit: Host lav mic, Steadicam or slider, Lower-third graphic

World: Stage 1 (empty volume, brain bar)

Reference #5: Doctor Who (BBC), 0:31 · watch the moment

1 · IN-CAMERA VFX

A finished image first, held long enough to believe, then the reveal of how it was made.

Storyboard panel 4
040:19 · 6sFINAL
EXT. EUROPA — ICE PLAIN — DAY

Wide, slow push. Three astronauts walk out of a white glare across an ice plain.

This is a final image. It came straight out of the camera.

IN-CAMERA VFX

Kit: 3 astronaut suits, Practical ice floor, Dolly push

World: Ice moon with gas giant

Reference #7: Sony, 0:05 · watch the moment

Storyboard panel 5
050:25 · 6sFINAL
EXT. EUROPA — ICE PLAIN — DAY

Low wide. The astronauts are small under the giant planet. Hold the frame long enough to take it in.

No green screen. No comp. The planet is in the lens.

Kit: Low mode, Wide lens

World: Ice moon with gas giant

Reference #7: Sony, 2:37 · watch the moment

Storyboard panel 6
060:31 · 7sFINAL + STAGE
STAGE 04 · DAY 1 · 08:40

Same angle, pulled back past our camera and a softbox. The planet is on the wall; practical ice rocks melt into the LED at the floor line.

This is a virtual set extension. The rocks are real; the ice plain behind them is on the wall.

VIRTUAL SET EXTENSIONS THAT LOOK REAL

Kit: Second camera for the reveal, Practical ice rocks, Floor-line dressing

World: Ice moon with gas giant

Reference #7: Sony, 2:47 · watch the moment

Storyboard panel 7
070:38 · 5.5sFINAL
EXT. EUROPA — ICE PLAIN — DAY

Close on a helmet visor. The ice world and the planet curve across the glass.

The world is really there, so it reflects. Visors, glass, water.

REAL REFLECTIONS

Kit: Mirrored visor, 100mm macro

World: Ice moon with gas giant

Reference #7: Sony, 6:04 · watch the moment

2 · TRACKING AND PARALLAX

Why a wall reads as a place: the camera is tracked, perspective moves, and the inner frustum follows the lens.

Storyboard panel 8
080:43 · 5sSTAGE
STAGE 04 · DAY 1 · 10:02

Close on the tracking crown on top of the camera. Rack focus from the markers to the wall behind.

The camera is tracked. The wall follows the lens in 4.2 milliseconds.

CAMERA TRACKING

Kit: Tracking system (e.g. Mo-Sys, stYpe, OptiTrack), Macro lens

World: Stage 1 (empty volume, brain bar)

Reference #5: Doctor Who (BBC), 0:37 · watch the moment

Storyboard panel 9
090:48 · 6sSTAGE
STAGE 04 · DAY 1 · 10:20

Dolly track leads to a lone actor in a teal machine hall. As the dolly moves, the wall’s perspective moves with it.

Move the camera, and the world moves with true perspective.

PARALLAX

Kit: Dolly + track, Tracking system

World: Sci-fi machine hall

Reference #20: Versatile Media, 0:10 · watch the moment

Storyboard panel 10
100:54 · 6sFINAL
EXT. PINE RIDGE — DUSK

A man in silhouette walks a forest ridge at dusk. The camera tracks alongside; near trunks slide past faster than the far treeline.

Track alongside an actor, and every tree shifts as it would on location.

WALK AND TRACK

Kit: Dolly + track parallel to the wall, Practical ferns and logs at the floor seam, Haze

World: Pine ridge at dusk

Reference #3: Unreal Engine, 1:06 · watch the moment

Storyboard panel 11
111:00 · 7sSTAGE
STAGE 04 · DAY 1 · 10:45

An actor in silhouette against the inner frustum, switched to green, while the rest of the wall keeps lighting the set.

The sharpest pixels follow the lens. Need VFX later? We key just that patch green.

INNER FRUSTUM

Kit: Tracking system, Green frustum preset

World: WWII front line

Reference #12: SMASH Virtual Studios, 1:23 · watch the moment

3 · REAL-TIME CHARACTERS

A CG giant performed live, so the actor has something real to react to.

Storyboard panel 12
121:07 · 4sSTAGE
STAGE 04 · DAY 1 · 11:15

Extreme wide in silhouette. Actor on a rock riser, misty stone spires on the wall. No dialogue; let the music breathe.

Kit: Jib, Rock riser, Haze

World: Stone pinnacles with live giant

Reference #17: Orbital Studios, 0:00 · watch the moment

Storyboard panel 13
131:11 · 5sFINAL
EXT. THE PINNACLES — DAWN

MCU. The heroine looks up. A giant shape moves in the fog behind her.

Your actors react to something real.

Kit: Armour costume, Haze, Backlight from wall

World: Stone pinnacles with live giant

Reference #17: Orbital Studios, 0:48 · watch the moment

Storyboard panel 14
141:16 · 7sSTAGE
STAGE 04 · DAY 1 · 11:52

Wide. A mocap performer in the corner of the stage raises an arm; on the wall the stone giant raises its arm with them, in real time.

The giant is played live, by a performer in a motion-capture suit on the floor.

LIVE PERFORMANCE CAPTURE

Kit: Mocap suit (e.g. Rokoko or Xsens, rentable), Live Link into Unreal, Rigged character

World: Stone pinnacles with live giant

Reference #17: Orbital Studios, 1:22 · watch the moment

4 · LIGHT

The wall is the key light. Time of day on a fader, sunrise on demand, stage lights cued by the engine.

Storyboard panel 15
151:23 · 8sHOST
STAGE 04 · DAY 3 · 08:10

HOST in the wasteland set, half-lit by the wall. Points up at the sky on the wall, then at the actor’s face.

The wall is also your biggest light. Change the sky, and every face changes with it.

THE WALL IS THE LIGHT

Kit: Host lav mic, Handheld

World: Wasteland (time of day)

Reference #5: Doctor Who (BBC), 0:51 · watch the moment

Storyboard panel 16
161:31 · 6sSTAGE
STAGE 04 · DAY 3 · 08:20

Locked extreme wide of the wasteland set. The wall shifts from red dusk to bright amber and the whole set relights with it.

TIME OF DAY

Kit: Locked-off wide, Sky look presets

World: Wasteland (time of day)

Reference #5: Doctor Who (BBC), 2:46 · watch the moment

Storyboard panel 17
171:37 · 5.5sFINAL
EXT. RIVIERA TERRACE — DUSK

Close on a woman at a candlelit terrace table. The sea and mountains sit behind her at dusk.

Golden hour lasts twenty minutes on location. Here, it lasts all afternoon.

Kit: Terrace set, Period wardrobe, Practical candles

World: Riviera terrace at dusk

Reference #3: Unreal Engine, 2:40 · watch the moment

Storyboard panel 18
181:43 · 5sFINAL
EXT. LAKE PAVILION — SUNRISE

Two robed figures in silhouette between pavilion pillars. Golden mist over the lake.

Kit: Pavilion pillars, Haze, Backlight from wall

World: Lake pavilion at sunrise

Reference #15: Versatile Media, 1:20 · watch the moment

Storyboard panel 19
191:48 · 5sSTAGE
STAGE 04 · DAY 3 · 11:20

The brain bar: operators at screens, the wall glowing beyond them. Slow track left along the desk.

One desk runs the wall, the engine and the stage lights.

THE BRAIN BAR

Kit: Brain bar dressed and lit, Slider

World: Stage 1 (empty volume, brain bar)

Reference #7: Sony, 1:18 · watch the moment

Storyboard panel 20
201:53 · 6sSTAGE
STAGE 04 · DAY 3 · 11:30

Night campfire set. A cyan beam drops from an overhead fixture onto an actor as a ship appears on the wall.

So a light cue lands on a story beat.

LIGHTING CUED BY THE ENGINE

Kit: Moving-head fixture on truss, Practical fire, Engine-to-DMX link

World: Night forest campfire + spaceship

Reference #11: Tyler Casey, 2:54 · watch the moment

5 · LOCATIONS WITHOUT TRAVEL

Paris to New York between takes, night driving with a parked car, and a motorbike on a stand with the road moving past. No vehicle rig.

Storyboard panel 21
211:59 · 4.5sFINAL
EXT. PARIS — DAY

Front-on medium wide. A parked car, headlights on, a Paris avenue and landmark behind it.

Paris.

Kit: Parked hero car (no rig), Photoreal city environment or plate

World: Paris boulevard (day)

Reference #1: Virtual Production Academy, 0:01 · watch the moment

Storyboard panel 22
222:03 · 5sSTAGE
STAGE 04 · DAY 2 · 12:10

Extreme wide of the volume, car centred. The wall cuts from the sunny avenue to a neon night square and the crew changes colour with it.

New York. Between takes.

LOCATION CHANGE

Kit: Two loaded environments, Parked car

World: Neon square (night)

Reference #1: Virtual Production Academy, 0:11 · watch the moment

Storyboard panel 23
232:08 · 6sFINAL
EXT. CITY — NIGHT — DRIVING

Through the windscreen. The driver is lit by city bokeh streaming past. The car is parked.

For driving scenes, the car stays parked. The plates do the moving.

DRIVING, NO RIG

Kit: Parked car (no rig), Night driving plates, Ceiling or overhead panel for reflections

World: Night city driving plates

Reference #22: Teleport VP Studios, 0:23 · watch the moment

Storyboard panel 24
242:14 · 3sFINAL
EXT. CITY — NIGHT — DRIVING

ECU on glossy paint. Neon city slides across the bodywork.

Kit: Dark gloss car, Macro slider

World: Night city driving plates

Reference #22: Teleport VP Studios, 0:32 · watch the moment

Storyboard panel 25
252:17 · 5.5sFINAL
EXT. BURNT ROAD — DUSK — MOVING

A rider on a motorbike tears down a burnt-out road, dead trees streaming past. The bike sits on a stand; only the road moves.

Bikes work the same way. The bike stays on a stand. The road comes to you.

MOVING BACKGROUND

Kit: Motorbike on a paddock stand (no rig), Two wind fans, Road environment or plate

World: Burnt-out road (moving)

Reference #11: Tyler Casey, 0:35 · watch the moment

Storyboard panel 26
262:23 · 4sSTAGE
STAGE 04 · DAY 2 · 15:20

Wide on the stage. The rider sits on the bike in front of the moving wall; fans blow, the camera crane hangs overhead.

Kit: Fans, Camera on a jib or crane

World: Burnt-out road (moving)

Reference #2: Sony / PXO, 2:10 · watch the moment

6 · SCALE AND EFFECTS

Set extension, digital crowds, a climber on a rope, a run through smoke, sparks and rain, all live in the volume.

Storyboard panel 27
272:27 · 5sSTAGE
STAGE 04 · DAY 3 · 15:00

A practical pavement with bikes and a kerb flows into an LED city street. Slow push toward the seam.

Real pavement, real bikes, then pixels. Find the seam.

FLOOR-TO-WALL BLEND

Kit: Pavement build, Bikes, bollards, Colour match

World: Brick city street

Reference #21: Netflix Production Technology, 0:52 · watch the moment

Storyboard panel 28
282:32 · 5sFINAL
EXT. ARENA — DAY

Extreme wide. An arena packed with a digital crowd; two gladiators on practical sand.

Ten thousand in the stands. Six extras on the sand.

DIGITAL CROWD

Kit: Sand floor, Crowd system, 4–6 extras

World: Arena with digital crowd

Reference #3: Unreal Engine, 2:21 · watch the moment

Storyboard panel 29
292:37 · 4sSTAGE
STAGE 04 · DAY 1 · 17:05

Wide. A practical tank hull on a dirt floor; a fighter crosses the sky on the wall; smoke plume behind.

Kit: Tank hull scenic (static), Dirt floor, Animated aircraft

World: WWII front line

Reference #12: SMASH Virtual Studios, 0:15 · watch the moment

Storyboard panel 30
302:41 · 4sFINAL
EXT. FRONT LINE — DAY

Handheld. A soldier ducks as the plane passes overhead. Practical sparks.

Smoke, sparks and haze play live against the wall.

PRACTICAL FX

Kit: Spark gag, Haze, Handheld

World: WWII front line

Reference #12: SMASH Virtual Studios, 0:18 · watch the moment

Storyboard panel 31
312:45 · 6sFINAL + STAGE
EXT. NORTH FACE — DAY

A climber hangs on a rope against a cliff, peaks far below. Split frame in the edit: the final on top, the stage underneath.

Stunts work here too. A climber on a rope, a cliff on the wall, a mat below.

STUNTS ON A LINE

Kit: Stunt coordinator and rigger, Rope rig from the roof truss, Practical rock-face flat 3 m high, Crash mat

World: Cliff face

Reference #8: DJI, 0:05 · watch the moment

Storyboard panel 32
322:51 · 4sSTAGE
STAGE 04 · DAY 3 · 09:10

An actor runs through smoke toward the burning sky on the wall; a handheld operator chases behind.

And if the scene needs a run, there’s room to run.

ACTION ON THE FLOOR

Kit: Clear 8 m run line, Smoke, Handheld operator

World: Wasteland (time of day)

Reference #5: Doctor Who (BBC), 0:26 · watch the moment

Storyboard panel 33
332:55 · 4sFINAL
EXT. ROADSIDE — NIGHT — RAIN

Rain and haze. Red tail-lights, a hooded figure, red light across a face.

So does rain.

Kit: Rain bars downstage, Wall protection, Parked car

World: Rainy roadside (night)

Reference #18: The Granary, 0:57 · watch the moment

Storyboard panel 34
342:59 · 4sFINAL
EXT. BATTLEFIELD — DUSK

A rider before an army that fills the horizon.

Kit: Horse or horse buck, Army crowd system

World: Army battlefield

Reference #15: Versatile Media, 0:50 · watch the moment

7 · THE REVEAL

One last world, the widest pull back, and the offer.

Storyboard panel 35
353:03 · 7sHOST
STAGE 04 · DAY 2 · 18:40

HOST in front of the mountain-pass world, the red car behind. Speaks to camera, then steps out of frame.

Any world. Any hour. Any weather. You see the final on the day.

Kit: Host lav mic

World: Mountain pass

Reference #7: Sony, 1:38 · watch the moment

Storyboard panel 36
363:10 · 4sFINAL
EXT. MOUNTAIN PASS — DAY

A woman beside the open door of a red car. A mountain valley falls away behind her.

Kit: Parked red car, Dressed floor, Valley environment

World: Mountain pass

Reference #18: The Granary, 0:23 · watch the moment

Storyboard panel 37
373:14 · 6sFINAL + STAGE
STAGE 04 · DAY 2 · 18:55

Pull back. The valley is the wall, the car sits on a dressed floor, crew all around.

FINAL + STAGE

Kit: Long dolly pull or jib, Reveal camera

World: Mountain pass

Reference #18: The Granary, 0:27 · watch the moment

Storyboard panel 38
383:20 · 6sSTAGE
STAGE 04 · DAY 3 · 19:02

The widest frame of the shoot: the whole volume from the highest point, haze, one world still glowing, crew tiny.

Gamma XRS. Final pixel, on the day.

Kit: High vantage (scissor lift or indoor drone), Haze

World: Stage 1 (empty volume, brain bar)

Reference #2: Sony / PXO, 2:06 · watch the moment

Storyboard panel 39
393:26 · 5sTITLE

Void ground. Static tagline lockup (lockup E): “Final pixel, on the day.” and gammaxrs.com. No animation: the guide allows the Aperture build only at the head of a film.

Kit: Tagline lockup artwork from the brand team

Assets to have ready

Per world: digital, practical, wardrobe, light

Prices were read from the stores on 15 Oct 2026. Fab shows the Personal licence; a studio over US$100k revenue needs the Professional tier, usually about twice the price. “Confirm” means the store blocked automated reading, so check the price in a browser. Fab has a flash sale until 17 Oct 2026. Before buying, watch each listing’s showcase video and test the scene on your nDisplay cluster at wall resolution. Bake anything built with PCG or the Water plugin first.

Reference images: the storyboard panels show our framing; the “#ref at time” links open the reference film on the frame to match; each store page has the asset’s own gallery.

Used across every world: Ultra Dynamic Sky for sky, weather and time of day, and free Poly Haven HDRIs (CC0).

Panel 1Panel 2

Shots 01, 02, 03, 08, 19, 38

Reference images: #3 at 0:00 · #11 at 0:04 · #5 at 0:31 · #5 at 0:37 · #7 at 1:18 · #2 at 2:06

Stage 1 (empty volume, brain bar)

NeedAssetStorePrice
Stage wall contentPlain white / black wall presets
Built in the media server or Unreal. Used for the power-up and the brain bar.
In-houseFreeTOP PICK

Practical / set

  • Haze machines (2)
  • Work lights on dimmers
  • Brain bar desks, 6 monitors, dressed and lit for camera
  • Tracking crown on the A camera, clean and visible

Wardrobe and talent

  • Host: dark, plain top that reads against a bright wall; no fine stripes (moiré)

Lighting and FX

  • Wall fade-up cue from black to white
  • Scissor lift or indoor drone for the closing wide
Panel 4Panel 5

Shots 04, 05, 06, 07

Reference images: #7 at 0:05 · #7 at 2:37 · #7 at 2:47 · #7 at 6:04

Ice moon with gas giant

NeedAssetStorePrice
Ice plains and cliffsScifi Arctic Biome (KK Design)
16 km² photoreal sci-fi arctic, PCG + Nanite. Needs UE 5.6+.
Fab₹11,220 (sale ₹3,366)TOP PICK
Arctic Cliffs (Konstantin Bugakov)
Hero ice cliffs and ice sheets.
Fab₹3,926
Ice Cave – Modular Set + PCG Spline Tool
Ice cave from a spline. UE 5.7 only.
FabConfirm
Gas giant16K Gas Giants (Mathew81)
30 gas giants, 16K textures. The Jupiter in the sky.
Fab₹1,458 (sale ₹729)TOP PICK
Jupiter (Nestaeric)
FBX; set up the material yourself.
FabFree
Astronauts (digital doubles in the distance)Astronova – Astronaut Character (BigMediumSmall)
Cinematic hero astronaut, 30 poses. Also the design reference for the practical suits.
Fabfrom ₹11,220TOP PICK
Helios Astronaut Suit (MetaHuman)
For a mocap-driven astronaut.
Fabfrom ₹5,048

Practical / set

  • Practical ice rocks (foam, resin-coated) 4–6 pieces
  • White textured floor with snow blanket, matched to the in-engine ice
  • Softbox and a second camera for the reveal

Wardrobe and talent

  • 3 astronaut suits with mirrored visors (hire, or build from the Astronova design)

Lighting and FX

  • White backlight burst for shot 4 (wall at full white behind the actors)
  • Light haze
Panel 9

Shots 09

Reference images: #20 at 0:10

Sci-fi machine hall

NeedAssetStorePrice
Sci-fi machine hall with podsSci-Fi Creatures Research Lab (Tirgames)
Rows of glowing cryo capsules with a demo level. Retint to teal.
Fabfrom ₹3,926TOP PICK
Sci-Fi Cryo Stasis Capsules (Tirgames)
14 capsule types to line the hall.
Fabfrom ₹2,243
MASSIV Modular Sci-Fi Facility
300+ modular pieces for the hall shell.
Fab₹5,610 on sale
Sci-Fi / Futuristic Corridor (Leartes)
Corridor alternative.
Fab₹5,609

Practical / set

  • Dolly track 6 m straight
  • Black gloss floor panels to pick up the teal reflections

Wardrobe and talent

  • One actor in a dark jumpsuit (silhouette)

Lighting and FX

  • Teal wall light only; no film lights, so the wall does the lighting
Panel 12Panel 13

Shots 12, 13, 14

Reference images: #17 at 0:00 · #17 at 0:48 · #17 at 1:22

Stone pinnacles with live giant

NeedAssetStorePrice
Misty stone pinnaclesScifi Jungle Biome (KK Design)
Avatar-style jungle, 4.6★ from 151 reviews. Add rock spires and height fog.
Fabfrom ₹11,220TOP PICK
Guilin Karst Landscape (Magicvalley)
Real karst cones from elevation data.
Fab₹7,853 (sale ₹3,927)
Rock pillars (DmitriyDryzhak)
Tall pillars; retexture with moss.
Fabfrom ₹2,243
Electric Dreams Env (Epic)
Photoreal jungle rocks; heavy, strip it down.
FabFree
Stone giant for live mocapRock Golem (Etherion Designs)
Rigged to UE4 and UE5 Mannequin skeletons, so mocap retargeting is simple. 8K textures.
Fabfrom ₹2,243TOP PICK
Stone Golem (buxoided)
3.2 m, stone/snow/lava variants; check the UE skeleton.
Fabfrom ₹5,609
Stone Golem – game-ready (Feyloom)
Cheapest; confirm the UE5 skeleton.
CGTrader$15 (shown $7.50)

Practical / set

  • Rock riser 1.2 m high (scenic)
  • Mossy rocks and ferns at the floor seam
  • Mocap suit and head rig (rent: e.g. Rokoko or Xsens) with an operator

Wardrobe and talent

  • Heroine: leather armour
  • Mocap performer: suit only

Lighting and FX

  • Heavy haze
  • Live Link from mocap to Unreal, retargeted to the golem; rehearse latency
Panel 15Panel 16

Shots 15, 16, 32

Reference images: #5 at 0:51 · #5 at 2:46 · #5 at 0:26

Wasteland (time of day)

NeedAssetStorePrice
WastelandWasteland Environment (Leartes)
168 meshes, two lighting setups. Base for the dusk-to-golden change.
Fabfrom ₹7,853TOP PICK
Desert Planet Environment (Leartes)
If the brief leans alien.
Fabfrom ₹7,853
Post-Apocalyptic Wasteland (GeorgeShachnev)
Cheap debris dressing.
Fabfrom ₹2,467
KitBash3D Wasteland
Big wreckage silhouettes.
KitBash3D$145
Giant skeleton (optional)Desert Boneyard / 71 Assets (PackDev)
Check the screenshots for a large ribcage.
Fabfrom ₹3,365TOP PICK

Practical / set

  • Rubble and dirt floor 6 x 4 m
  • A fire pit (practical flame) and one wreck piece in the foreground

Wardrobe and talent

  • Host: dark jacket
  • 2 extras in scavenger costumes (optional)

Lighting and FX

  • Two saved sky looks (red dusk, amber golden hour) with a timed crossfade
  • Haze and a fan for dust
Panel 17

Shots 17

Reference images: #3 at 2:40

Riviera terrace at dusk

NeedAssetStorePrice
Mediterranean coast + townMediterranean Coast (MYTHRA TECH)
Sea, cliffs, background mountains. 4.4★ from 101 reviews. Coastline only: pair with a town pack.
Fab$159.99 (sale ~ $80 to 17 Oct)TOP PICK
Italian Alley Environment (Leartes)
Realistic Italian facades for the foreground.
Fab$109.99 (sale ~ $55)
Rome – Italian Town (Scans Factory)
Scan-based, 1,000+ modular assets, 4.6★.
Fab$69.99
Positano coastal town (free backdrop)
FBX, marked experimental. Distant background card only.
FabFree
Dusk sky (HDRI)qwantani_dusk_2
Up to 16K+.
Poly HavenFree (CC0)TOP PICK
small_harbour_sunset
Sea at sunset.
Poly HavenFree (CC0)

Practical / set

  • Terrace floor (stone tiles) and balustrade, 4 m wide
  • Dining table, linen, glassware, candelabra with real candles
  • Potted lemon trees to hide the floor seam

Wardrobe and talent

  • 1930s evening dress
  • Linen suit (second diner, optional)

Lighting and FX

  • Warm low key from the wall; practical candle flicker
  • Light haze for depth
Panel 18

Shots 18

Reference images: #15 at 1:20

Lake pavilion at sunrise

NeedAssetStorePrice
Lake with Chinese pavilionChinese Lakeside Town Environment (Leartes)
Lakeside town with water, demo map. Needs the Water plugin: profile it on the cluster.
Fab$69.99TOP PICK
Traditional Chinese Style Park (cgmomokey)
Song-dynasty pavilion kit over water. 4.7★ from 63 reviews.
Fab$99.99
Modular Chinese Canal Town (BillCrate)
Jiangnan canal town.
Fab$54.99
KHS – Gyeonghoeru, Gyeongbokgung Palace
Official heritage pavilion on a pond. Korean, not Chinese.
FabFree
Sunrise sky (HDRI)lakeside_dawn
Poly HavenFree (CC0)TOP PICK
qwantani_sunrise
Poly HavenFree (CC0)

Practical / set

  • Two pavilion pillars (red lacquer), 3.5 m, on wheeled bases
  • Wooden deck floor section matching the in-engine deck

Wardrobe and talent

  • Two Song or Ming-style robes with hats

Lighting and FX

  • Haze for the mist
  • Sun position set low behind the actors for a rim
Panel 20

Shots 20

Reference images: #11 at 2:54

Night forest campfire + spaceship

NeedAssetStorePrice
Moonlit forest clearingSpruce Forest (Andrey Gubin)
Photoscanned trees, wind, light enough for nDisplay.
Fab$34.99 (sale ~ $10.50)TOP PICK
Dark Forest Misty Pine Trees
Comes with a night scene. Low-poly.
Fab$59.99
Electric Dreams Env (Epic)
Photoreal PCG forest; bake PCG first.
FabFree
Spaceship / UFOAlien Mothership Z – mid-poly UFO
Worn classic saucer, 4K PBR.
Fab$14.99TOP PICK
Alien Mother Ship (Naked Singularity)
Huge cinematic mothership.
Fab$69.99 (sale ~ $35)
Night sky (HDRI)rogland_moonlit_night
Poly HavenFree (CC0)TOP PICK

Practical / set

  • Real campfire in a fire tray (fire safety officer)
  • Small dome tent
  • Forest floor dressing: logs, leaves, rocks
  • Moving-head beam fixture on the truss above the actor

Wardrobe and talent

  • Two campers: outdoor jackets, beanies

Lighting and FX

  • Engine-to-DMX link (e.g. DMX plugin or Art-Net from Unreal) to fire the cyan beam on the ship cue
  • Haze so the beam reads
Panel 21

Shots 21

Reference images: #1 at 0:01

Paris boulevard (day)

NeedAssetStorePrice
Paris boulevard (day)Modular Paris City Street (Leartes)
Photoreal Haussmann street with a lit daylight scene and a free demo.
Fab$39.99 (~$80 Pro)TOP PICK
Paris Dauphine Street (Digikore)
Built for LED volumes, but lit for dusk.
Fab$249.99
City Core – Paris (PolySphere)
Procedural boulevard builder; heavier.
Fab$219.99 (sale −30%)
KitBash3D Paris
Kit, not a lit scene. Includes Haussmann blocks and the Arc.
KitBash3D$245

Practical / set

  • A parked car: any dark saloon or SUV, no badges visible, pushed on with the engine off
  • Grey road surface section under the car (painted flats)

Wardrobe and talent

  • Driver: dark coat

Lighting and FX

  • Car headlights on (battery)
  • Overhead soft panel for sky reflections on the roof
Panel 22

Shots 22

Reference images: #1 at 0:11

Neon square (night)

NeedAssetStorePrice
Neon night squareNYC | New York Night (Kyrylo Sibiriakov)
Photoreal Manhattan night, Lumen + Nanite.
Fab$89.99 (sale −50% to 23 Oct)TOP PICK
City Sample (Epic)
Huge; cut a small section for nDisplay.
FabFree
New York City Times Square (NoneCG)
Accurate, but not UE-native: import and optimise.
Fab$199.99
Neon Point – Chinese Streets (Dekogon)
Neon street, not NYC.
Fab$84.99

Practical / set

  • Same parked car as Paris (the swap happens with the car in place)

Wardrobe and talent

  • Same as Paris

Lighting and FX

  • Pre-load both worlds; rehearse the swap cue with the brain bar
Panel 23Panel 24

Shots 23, 24

Reference images: #22 at 0:23 · #22 at 0:32

Night city driving plates

NeedAssetStorePrice
Night driving plates (2D video)DrivingPlates.com
175+ cities incl. Europe, 8 angles + reflection angle, 6K. Best for Paris/EU night.
Plate libraryQuoteTOP PICK
DrivingFootage.com
US cities, 4K, published prices.
Plate library$459 per angle / $2,999 per 9-angle set
PlatePros
12K/16K stitched plates made for LED volumes. US only.
Plate libraryFrom ~$3,500 per clip
Pond5 – night city driving plates
Cheap single-angle clips. Fine through windows only.
Pond5~$16–60 per clip

Practical / set

  • Parked car with all doors and glass in place; interior practicals off
  • Black drapes behind camera to control reflections

Wardrobe and talent

  • Driver: leather jacket

Lighting and FX

  • Plates on the wall and an overhead panel for moving reflections
  • Gentle hand shake on the car body by a grip (no rig)
Panel 27

Shots 27

Reference images: #21 at 0:52

Brick city street

NeedAssetStorePrice
Brick city streetModular Amsterdam City Street with Canal
Brick, bikes, cafés. 4.8★ from 19 reviews.
Fab$99.99TOP PICK
London – British Environment (Scans Factory)
Photogrammetry, lots of brick, fast.
Fab$49.99
European City Streets (PixelPress)
Fab$69.99 (sale −50%)
Urban Street Pavestone Red (Megascans)
Match the practical pavement to this scan.
FabFree

Practical / set

  • Practical pavement 4 x 3 m with a real kerb, printed or laid pavers matching the scan
  • 3 bicycles, 2 bollards, a bin, a lamp post base

Wardrobe and talent

  • 2–3 extras in casual city clothes walking through

Lighting and FX

  • Colour-match the floor to the wall on a test day; this shot fails if the seam shows
Panel 28

Shots 28

Reference images: #3 at 2:21

Arena with digital crowd

NeedAssetStorePrice
ArenaGladiator Arena – Modular Roman Combat Environment
Modular seating, gates, banners; lists virtual production as a use.
FabConfirmTOP PICK
KitBash3D Roman Empire
Includes a Colosseum; check interior detail.
KitBash3D$145
Roman Colosseum Ruins (8K)
Ruined, present-day look.
Superhive$100
Crowd systemOverCrowd
Thousands of animated people via VAT. Cheap on nDisplay and plays the same on every node.
FabConfirmTOP PICK
City Sample Crowds (Epic)
Modern clothing: retexture for Roman crowds.
FabFree
MetaHuman Crowds sample
Photoreal but heavy.
EpicFree
Gladiators (optional, digital doubles)Munkhartist – Gladiator Modular Character
Epic skeleton, sword and shield.
FabConfirm

Practical / set

  • Sand floor 6 x 4 m, raked, matched to the arena sand
  • Low arena wall section (1.2 m) to hide the floor seam

Wardrobe and talent

  • 2 gladiator costumes with prop swords and shields
  • 4 extras as arena guards (optional)

Lighting and FX

  • Hard sun from the wall; dust in the air
Panel 11Panel 29

Shots 11, 29, 30

Reference images: #12 at 1:23 · #12 at 0:15 · #12 at 0:18

WWII front line

NeedAssetStorePrice
WWII ruined town / front lineWW2 Warzone Environment Megapack (Leartes)
800+ Nanite meshes, destroyed variants, low-poly versions for nDisplay, includes VFX. Listing mentions virtual production.
FabConfirmTOP PICK
KitBash3D World War 2
76 models; you build the town.
KitBash3D$245
World War 2: Liberation
Paris-style WWII city; very large.
FabConfirm
Aircraft + tankVesper System WW2 & Vintage Aircraft (animated)
Rigged flight animations; .blend, convert to UE.
FabConfirmTOP PICK
Sherman M4A3 76W Rigged + Interior
Use as the build reference for the physical hull.
Gumroad~$150 (confirm)
Free Sherman mesh (reference only)
Proportions for the set build.
SketchfabFree (CC-BY)
Smoke and fireNiagara Examples (Epic)
Smoke columns and fire for the wall.
FabFree

Practical / set

  • Static tank hull front section (plywood and foam), no moving parts
  • Dirt floor 6 x 4 m, rubble, sandbags
  • Prop rifles (armourer)

Wardrobe and talent

  • 2–3 WWII infantry uniforms, helmets

Lighting and FX

  • Spark gag (licensed SFX tech), kept downstage away from the panels
  • Smoke and haze
  • Green inner-frustum preset for the frustum shot
Panel 33

Shots 33

Reference images: #18 at 0:57

Rainy roadside (night)

NeedAssetStorePrice
Rainy roadsideHighway – Environment (Mykola Usov)
Full road environment, 5.0★.
Fab$99.99TOP PICK
Road Essentials (DerSky)
Modular roads and guardrails.
Fab$49.99
Rainy Neon Streets (Maarten Hof)
If the shot can be urban.
Fab$69.99
WeatherUltra Dynamic Sky (incl. weather)
Sky, rain, wet surfaces, time of day. 4.9★ from 1,316 reviews. Used across the whole shoot.
Fab$49.99 (sale $34.99)TOP PICK
Easy Rain (William Faucher)
Realistic in-shot rain.
Fab$24.99
narrow_moonlit_road (HDRI)
Poly HavenFree (CC0)

Practical / set

  • Parked car (tail-lights working)
  • Rain bars downstage only, with wall protection and a catch tray
  • Wet black floor section

Wardrobe and talent

  • Hooded raincoat

Lighting and FX

  • Red practical light across the face
  • Haze; backlight the rain from the wall
Panel 34

Shots 34

Reference images: #15 at 0:50

Army battlefield

NeedAssetStorePrice
Army battle systemCinematic Battle Simulator
Thousands of agents for cinematics. Record to Sequencer so every node plays the same.
FabConfirmTOP PICK
Pioneer Mass Strategy System
Up to 10k units via VAT.
FabConfirm
Soldiers and bannersChinese style Ancient warriors (MetaHuman outfits)
Ming-period costumes.
FabConfirmTOP PICK
Tang Dynasty Mo-Dao General
Front-rank hero soldier.
CGTrader~$24
Sovereign Standards: Dynamic Flag Kit
Banners; foreground only (cloth is costly).
FabConfirm

Practical / set

  • Horse and wrangler, or a horse buck on a riser
  • Grass and earth floor section

Wardrobe and talent

  • One armoured rider, white horse if available

Lighting and FX

  • Overcast dusk sky from Ultra Dynamic Sky
  • Wind fans for the banners and cape
Panel 35Panel 36

Shots 35, 36, 37

Reference images: #7 at 1:38 · #18 at 0:23 · #18 at 0:27

Mountain pass

NeedAssetStorePrice
Mountain pass / valleyALPINE LANDSCAPE (MEKA.)
64 km² with Nanite mountains. Needs the Water and PCG plugins: bake before nDisplay.
Fab$79.99TOP PICK
Alpine Tundra Mountains (Polynoor)
Best built-in volumetric mist.
Fab$159.99
Large Scale Mountain Valley with River (Wedo4D)
Cheap alternative.
Fab$19.99
Natural Wonders – The Alps
Nanite mountains for distant layers.
Fab$39.99
Mountain Road (Dexsoft)
Spline road for the pass.
Fab$29.99
Sky (HDRI)rocky_ridge
Poly HavenFree (CC0)TOP PICK

Practical / set

  • Parked red hatchback or estate (no badges)
  • Gravel and grass floor, 6 x 4 m, with rocks at the seam

Wardrobe and talent

  • Woman: knit beanie, outdoor jacket, camera on a strap

Lighting and FX

  • Soft overcast light; haze for valley depth
Panel 25Panel 26

Shots 25, 26

Reference images: #11 at 0:35 · #2 at 2:10

Burnt-out road (moving)

NeedAssetStorePrice
Burnt-out roadPost-Apocalyptic Wasteland (GeorgeShachnev)
Wasteland kit with day and night maps, 4.8★. You still build the looping road.
Fab₹2,091 (Pro ₹3,327)TOP PICK
Tileable Pine Forest Road (spline-ready)
Seamless road tile to loop past the bike. Credit required.
FabFree (CC-BY)
Road Creator Pro
Spline road tool, 4.98★.
Fab₹10,935 (Pro ₹19,968)
Desert Road (Digikore)
Sold for LED stages, but static and not post-apocalyptic.
Fab₹23,772
Dead treesBroken and Burned Trees Pack
Opaque Nanite burnt trees; good for nDisplay.
Fab₹2,852 (sale ₹1,426)TOP PICK
PCG Burned Forest (G-Star)
No reviews yet.
Fab₹1,806

Practical / set

  • Motorbike on a paddock stand, wheels clear of the floor
  • Short road section under the bike (painted asphalt flat)
  • Two large fans

Wardrobe and talent

  • Rider: dark jacket, no helmet badge

Lighting and FX

  • No rig: the road loops in engine (tile moved past a fixed camera, far layers slower)
  • Engine rumble and a gentle hand shake on the bike by a grip
Panel 10

Shots 10

Reference images: #3 at 1:06

Pine ridge at dusk

NeedAssetStorePrice
Pine forest ridgeSpruce Forest (Andrey Gubin)
Same pack as the campfire world, so one purchase covers both.
Fab₹4,754 (sale ₹1,426)TOP PICK
Pine Forest – PCG Biome (EasyBiomes)
Photoreal, 5★ from 49 reviews. UE 5.6+ only.
FabPersonal ₹5,324 on sale
Nordic Conifer Biome
Widely used, 4.58★. Check distant billboards on the wall.
FabPersonal ₹4,992 on sale
temperate Vegetation: Spruce Forest (Project Nature)
Cheapest test of the look; UE up to 5.4.
FabFree

Practical / set

  • Dolly track along the wall
  • Ferns, logs and pine needles at the floor seam
  • Short ridge platform (riser) so the walker reads against the sky

Wardrobe and talent

  • Walker: dark field jacket, rifle prop optional

Lighting and FX

  • Twilight sky from Ultra Dynamic Sky
  • Haze for depth between tree layers
Panel 31

Shots 31

Reference images: #8 at 0:05

Cliff face

NeedAssetStorePrice
Cliff faceRealistic Looking Cliffs and Rocks (highpoly.Forehead)
Huge Nanite cliffs, optional moss and snow. 5★.
Fab₹2,852 (Pro ₹8,557)TOP PICK
Mountain – Environment Set (NatureManufacture)
448 scanned meshes, 4.72★.
FabPro ₹13,075 on sale
Dolomites free 8K rock sample (APEX Nature)
Free scanned rock to test.
FabFree
Mountain vistaNANITE MOUNTAIN RANGE (MEKA.)
Distant Nanite peaks; no reviews yet.
Fab₹4,754 (Pro ₹9,508)TOP PICK
[FREE] Mountain Tops for UE 5+
4.88★.
FabFree (Pro ₹475)

Practical / set

  • Rock-face flat, 3 m high, sculpted and painted to match the scanned cliff
  • Rope rig from the roof truss (certified rigger)
  • Crash mat under the climber

Wardrobe and talent

  • Climber: red jacket (reads against grey rock), harness, helmet

Lighting and FX

  • Hard sun from the wall, slight wind from a fan
  • Shoot the split-screen version: final on top, stage below
Sources

Reference films

The reference reel plays each moment from the creator’s own YouTube video through the official embed; nothing is downloaded or re-cut. Internal use only. Host pieces play a clip of a supervisor presenting on a real stage as a style reference. The finished reel uses only footage we shoot. Ideas from studio IP are shot types only.