Experiments in Unreal Engine 4 - using Quixel Megascans along with some self-modelled assets. This whole scene was really an example of a scene that, using conventional offline renders, would be brutal to render out - much less as an animation.
The candles were a tricky one - subsurface scattering and point lights galore made it work.
Depth of field was a tricky element to get right - honestly not sure it worked here, but the lens flares were a fun little touch.
Some early concept blocking to get the camera angles correct.
This scene was lit by a HDRI, and the 3D volumetric fog scatters the light effortlessly across the entire area.
The depth of field here was a tad dramatic, but then again, so was this entire project.