Set in the 1930s Mississippi Delta, Sinners is a horror film that follows twin brothers who return to their hometown in the Jim Crow South, where they’re confronted by a supernatural evil.
The film involved the shooting of highly technical sequences, including a stitched IMAX-shot music montage that unfolds like a single breath, and a large-scale train arrival that needed to feel period-accurate and cinematic—all under tight production constraints.
To pull it off, the team leaned into a real-time visualization workflow built around Unreal Engine, using it not purely as a previs tool, but as a shared creative space where ideas could be explored, challenged, and aligned upon long before cameras rolled.
We sat down with Sinners Academy Award–nominated VFX Supervisor Michael Ralla and Pepe Valencia, Emmy Award-winning Visualization Supervisor at Baraboom! for a fireside chat that explored how they used Unreal Engine to execute some of the film’s most complex moments. Check it out below.
Reimagining the filmmaking pipeline
Traditionally, visual effects workflows place artists late in the pipeline—working on shots after most creative decisions have already been locked in.
For Sinners VFX Supervisor Michael Ralla, that distance from the story was exactly what he wanted to avoid. “As a compositor, you’re usually the last in the chain,” explains Ralla. “You’re finishing someone else’s shot, without always understanding the original creative intent.”
It jumped off the page—but everybody imagined it slightly differently.
Ralla, for example, envisioned the characters in the montage as semi-transparent ghosts floating around. “And then I was talking to other people about them, and they were like, what are you talking about?” he says.
The team needed a way to get everybody on the same wavelength—a way to explore the myriad creative possibilities the sequence held. That’s where Unreal Engine came into its own.
It became the common language: a shared, playable version of the sequence. Using Unreal Engine, Valencia began building the sequence from just a few inputs, including the script, a photographed floor plan from production design, a hand-drawn camera path from the cinematographer, and a list of characters spanning generations.
Planning complex shots with confidence
Unlike traditional previs, the Unreal Engine visualizations on Sinners didn’t disappear once shooting began.
They were used to fill gaps during editorial, explore alternative shots late in production, and help maintain continuity of intent through post.
Editor Michael Shawver even requested visualization shots to help shape the cut—using them as placeholders and planning tools.
In many ways, much of the film’s visual effects work happened before the crew ever stepped on set.
For Ralla and Valencia, leveraging Unreal Engine on Sinners was about creating a clear, shared understanding of the story—early enough that every department could contribute their best work.
“Communicating that creative intent early on, to as many people as possible—it gets us all on the same page,” explains Ralla.
Unreal Engine helped the team move faster, collaborate better, and execute ambitious ideas with confidence—proving that real-time workflows aren’t just changing how films are made, but when the most important creative decisions happen.