SANM 560 Blog
Collaborative Project with Harbor Pictures × Electric Theatre Collective × Calling All Talent
Winter 2026 | Lighter
The project focuses on producing a commercial-quality VFX advertisement with high-end visual effects shots to showcase premium product visuals. I was responsible for look development and lighting design, ensuring visual realism and strong cinematic impact through research-driven real-world references. The production progressed through weekly industry mentor reviews. AI-assisted tools such as Midjourney, Meshy AI, and MyGIF were integrated into the workflow to accelerate iteration, enhance visual quality, and improve overall production efficiency.
Week 1
TO DO list:
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Brainstorm story ideas for the commercial
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Develop Storyboard
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Develop pre-visualization video
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During the weekdays, we brainstormed ideas for the pitch and talked about what products we want to advertise. I started a Figma page to record our ideas and keep organization. https://www.figma.com/board/aWqXPpAZX2nqJTE5R5rbzt/Ideation-and-Brainstorm?node-id=0-1&p=f&t=xQQxa8fc0WiDL4fU-0
I also came up with one script, which is not the final selection of ours, but contributes some ideas.
Introduction
Flower Valley is an Unreal Engine set dressing project that brings to life a dreamlike, romantic landscape. At its heart stands a grand white Gothic castle, symmetrically designed around a giant magic tree at the center. The valley is bathed in soft pink hues, filled with cherry blossom trees that enhance the ethereal atmosphere.
For this project, I utilized and modified pre-existing assets, making adjustments such as removing object parts, merging elements, and altering textures to better fit the scene. Additionally, I implemented interactive elements, allowing players to engage with the castle gate and elevator. Through careful composition and lighting, the environment evokes a sense of wonder and serenity, immersing viewers in a beautifully crafted fantasy world.

On the weekends, we made the PowerPoint for the presentation. I was responsible for the moodboard and lighting references plan.

Week 2
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TO DO list:
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Develop a new storyboard according to the mentors' advice
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Basic lighting plan for the room and pre-viz
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According to the mentors' comments and suggestions, we discussed and created a new storyboard that emphasizes the visual experiences provided by the VR headset. We removed the processing card part and the Meta Human head, and added shots to show the difference in the room before and after wearing the headset.

Storyboard
This week, I did some basic lighting tests to explore the overall mood of the project. I set up a dark interior room with subtle moonlight coming through the window, focusing on how low light and shadows behave in the space.
I also tested the lighting for the plants and emissive materials in shot 1, mainly to see how they contribute to the scene without overpowering the environment.
For shot 5, I focused on the lighting change as the door opens and closes, testing how the moving light affects the interior and helps guide the viewer’s attention.


Shot 1
Shot 1
Week 3
According to the mentors' comments and suggestions, we revised our storyboard again. This time we changed the order of the shots to make the story more appealing and reasonable.
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Storyboard
TO DO List
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Emissive materials test
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Environment setdressing with simulations in
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Lighting test with tectures applied
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Emissive Test
I used maskbyfeature node to generate masks on the plants and imported the attribute when using SOPimport, so that the masks can be used in material as alpha of emission. This allows me to quickly generate emissive and test lighting while materials are not ready.



Masks



Emission
Asset Development
I also created daisy flowers which serve as background to enrich the scene.




Lighting
Since the assets and materials are not optimized enough to be imported into the scene, the lighting is still at a rough stage. I set up basic three-point lighting for the main focus of the first and second shots, and some ambient light for the general mood establishment.



Week 4
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TO DO list:
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Lighting lockdown for shots 4 and 5
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Lighting set up for live action
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Lighting with emission off and with textures
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I had a lighting lockdown for shots 4 & 5 in order to have a reference for the live action shooting.


Shot 4
Lit Room


Dull Room


Shot 5
I tested two versions of lighting for the flowers in shot 1. The first lighting set up is featured by a point light at the back of the flower as the main light and a high subsurface value to create a glowing effect. The second setup uses a yellow-tint point light as the main light to give a sense of glow from the pistils.




V01 f0r old flowers with and without textures
V02 f0r old flowers with and without textures
A third lighting setup is created for the new version of the flowers provided by the FX team.

V03 f0r new flowers without textures


Details of textures and lighting


Live action shoot with green screen
Week 5
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TO DO list:
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Adjust lighting for new textures and plants FX
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Create a preliminary lighting for compositing
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Detail lighting for sub-hero shot: shot 1
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Detail lighting for hero shot: shot 3
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Lighting versions for shot 1 with different details. This lighing set up has one point light in the front to give more dynamic colors for the flower. Another point light is at the back of the flower to show the subsurface.



A preliminary lighting is created for compositing to enable ID render. The light is created with a single bright area light from the ceiling.
