Music transitions being controlled in blueprints allows for easier customisation and triggering. With that, music and sounds can be turned on and off as needed for a cutscene or for gameplay, allowing for a more controlled experience. In story-focused games, the music will often shift to help guide a player's emotions about a scene. I, personally, have not played any games that use this tactic; however, ULTRAKILL will shift from a "calm" mix to an "active" mix of its songs depending on whether or not combat is taking place. This shift always gears me to be more active in my playstyle because of ULTRAKILL's hyper styled music.
The way the rails work can sometimes create very sharp bends, which result in jittery movements that do not feel good for a player's experience. Getting timing, rail-paths, and rotations all right takes a lot of work, and can often end up being too fast or too slow. Making each area have its own sequence made me think about what is necessary to show, and how I can show as much of it in as little time as possible. It also made me think about the best way to cut from scene to scene, like where to start and end to give the player the best idea of the level while still cutting fluff.
In combining sequences, making sure that the cuts were smooth was very important for a smooth viewing experience. Adding music and animation also helped 'hype up' the player for the level they are soon to play. My final cutscene attempts to reflect upon the player a fun mood, because I want the player to have fun when interacting with my game.
I learned the importance of a cutscene. It sets the tone of what the level will be like, and explicitly shows the content of the level's platforms. They also can suggest to the player the challenges. Using good cinemetography allows the creator to make a visually interesting and engaging showcase of their level.