Stage 1:
The Log
All pawns in a scene will be tracked during the course of the action by running a mutator that talks to an outside program not in UnrealScript. In this sense, the program would be modular and adaptable for other game engines.
The exterior program will log positions. The log allows flexibility during the demo playback and editing of the scene.
Stage 2:
The Visualization
After the positions are logged, the exterior program will visualize the paths of the pawns in space. As the scene is played back, the top-down display will track each pawn’s current position along its determined path.
Stage 3:
The Cameras
After the space has been visualized and any path adjustments have been made, cameras may be placed within the map.
The cameras will allow the editor to choreograph complicated camera shots and orchestrate multiple cameras for a single scene. These cameras will be defined on paths to allow for flexible camera motion.