Dev log – Day 1
Summary
Today was focused on establishing the project foundation, organizing engine settings, and beginning the blockout process for all three levels. I used ChatGPT to support early GDD and LDD development before moving into Unreal Engine. Major progress was made on Level 1, Level 2, and Level 3 blockouts, along with early environmental storytelling elements. Several workflow lessons emerged, especially around collision management and cube grid duplication.
What I Worked on Today
Initial Documentation Work
Firstly, I used ChatGPT to help with the development of my GDD and LDD, then I went to work.
Project Setup & Engine Configuration
Steps:
- Created a new First Person Template level.
- Adjusted Editor Preferences: App Scale 0.9, Asset Editor Open Location set to Main Window, Load Level at Startup set to Last Opened.
- Created a new empty level (named Level Blockout) and created a Levels folder in Content.
- Added the Ultra Dynamic Sky asset to the project and placed the Ultra_Dynamic_Sky blueprint in the level.
- Created an Atmosphere folder in the Outliner and added the sky system.
Level 1 Blockout
- Created a folder named block out in the Outliner.
- Used Modeling Tools → Cube Grid to create the first room blockout.
- Floor: Grid Power 1, Block Size 100 → 800×1200 floor.
- Walls: Grid Power 1, Block Size 10 → 300 units tall.
- Created four walls and extruded 120u × 220u door openings.
- Blocked out workbench, locker, desk, fuse panel, power panel, wires, camera, and alarm.
- Made a separate blockout section for doorframes (300u × 300u with 120u × 220u doorframe).
- Cut holes in walls and inserted doorframe elements.
- Added collision to blockout elements; set doorframe collision to Use Complex as Simple.
- Added panels, wires, camera, and alarm.
- Added collision to workbench and desk (separated desk and screen for better collision management).
- Added a monitor above the workbench for environmental narrative and player guidance.
- Labeled all blockout elements.
- Playtested Room 1: flow is intuitive, with plenty of space for puzzles, clues, and narrative cues.






Level 2 Blockout
- Created a folder for Room 2 in the Outliner.
- Built floors and walls according to the LDD.
- Created server rack blockouts.
- Created a black material instance (based on M_MS_BASE) to help distinguish monitors from wall static meshes.
- Made a keycard lockbox and added labels to elements.
- Playtested Room 2:
- Server racks are clearly visible.
- Pattern console placement implies association with the racks.
- Log terminal is somewhat hidden but still visible when its message appears
- Should make it more obvious that the player needs to check the screen.
- Lockbox directs the player toward the exit; keycard reader is clearly the next step after obtaining the keycard.



Level 3 Blockout
I added a section for the Level 3 blockout and I managed to complete:
- Created a Room 3 blockout folder.
- Placed the floor (1700u × 1200u) and 400u-tall walls, forming a larger final room.
- Placed the override console, subsystem consoles, and shutdown lever.
- Added a central core for narrative purposes; it hides the override consoles, guiding the player toward the subsystem consoles first.
- Added three decoy subsystem consoles; only three will need to be stabilized, likely using color coding to show which ones require attention.
- Added labels and some environmental narrative elements.






Notes & Lessons
- Learned that in Level 1 blockout, walls, floors, and objects should be created separately to simplify collision management.
- Cube Grid–generated meshes cannot be duplicated because modifying the mesh in modeling mode changes all instances.
Refinement
- Added contextual clues and environmental narrative elements in all rooms.
Technical Notes
- Cube Grid instances share geometry data, preventing safe modifications without affecting originals.
- Separating structural elements (walls, floors) from interactive props improves collision workflow.
- Using a tinted material instance helps visually differentiate important blockout elements.
Challenges & Lessons Learned
- Early Level 1 blockout structure complicated collision handling, leading to the realization that separation of elements is necessary.
- Some interactable cues (e.g., Level 2 log terminal) need improved visibility to guide the player naturally.
- Blockout iteration quickly revealed the strengths of spatial layout and flow in all rooms.
Next Steps
- Improve visibility and clarity of Level 2’s log terminal cue.
- Continue refining environmental storytelling in all levels.

