Because there were a lot of technical challenges of loading and unloading assets instantaneously across a large map, we decided to make a separate, smaller level for the intro cutscene.
I copied a lot of already asssembled assets from the main level to the cutscene level. Sometimes arranging things in a new way to accomodate for the camera framing.
Added UI elements like the game title, studio logo and names of the main developers. You can control the timing of these elements in the sequencer timeline.
In the actual game level, these giant stones are not bunched up together like this. Environments that are solely created for the purpose of a cutscene has a lot of flexibility in terms of how I can re-arrange things.
Setting up sequences in different corners of the level after arranging all the assets for the shots.
Lighting and time of day can be controlled via sequencer and it's easy to dictate what kind of time I want for each shot. However it's often a good idea to stick to gradual and progressive change in the time and lighting because a big instant change has lots of technical challenges when the cutscene has to be rea-time.
For anyone who has played the first game, this shot would have been a throwback.