I started by sketching out my overall design.
Then I did a photo bash to understand the shot, the scene and the materials and models I would need. I then did a block out and started developing assets.
I made the scene into what was shown on the GIF before the major lighting changes. This was the point where I redid the entire scene.
I made use of the same assets but further optimizing them, removing nanite entirely and sticking with regular LOD's. This allowed for Ray traced shadows to be used. After the changes, I noticed a large performance gain and maintained a stead 60fps with Ray tracing, at 1440p resolution, on UE 5.5.
I leaned more into a cinematic lighting style, and making it less realistic with lighting sometimes not coming from a traditional light source, but rather just being placed around the scene strategically for better visual quality and readability. For example I had lights placed above the tomb area and other places to better interact with the fog.
Furthermore I redid the colour grading, and went for a contrasted look between blue and red, my thought was having a cool moonlight constricted by the heat of the candles and fog, would really be striking and present a more spooky aesthetic.
Video fly through.
Lighting development.