Unreal Engine 5.7 WIP

A Maze In

A development archive for a third-person procedural maze speed game, following the actual build from C++ systems to Houdini assets and playable hub progression.

EngineUnreal Engine 5.7
Current SliceHub to Level Loop
Core FeelThird-person Speed Maze
Visual PipelineHoudini to Unreal

Current Shape

Built around process, not polish theater.

This site is the public trail of the game being made: what works, what is being tested, what failed, and what gets promoted into the next playable slice.

Engine

Unreal Engine 5.7

C++ gameplay scaffold with Blueprint-facing hooks.

Current Slice

Hub to Level Loop

Door unlocks, map travel, finish trigger, return to hub.

Core Feel

Third-person Speed Maze

Timer-led runs with deterministic ranked layouts.

Visual Pipeline

Houdini to Unreal

Procedural dry-stone wall work and shared material notes.

Houdini node network and viewport for the procedural dry-stone wall asset.

Pipeline Log

Stone, masks, modules, then play.

The current art pipeline work is practical: procedural wall pieces, UV tests, packed texture output, and a shared Unreal material strategy that can scale across repeated maze pieces.

  1. Shape modular stone pieces in Houdini.
  2. Generate readable UVs and mask data.
  3. Bring shared texture sets into Unreal.
  4. Use the result in hub doors, maze walls, and first playable test spaces.

Latest Notes

Devlogs start from the production trail.

2026-06-25Website

Website begins with WIP-only provenance

The public site starts from a strict media rule: only real AMazeIn WIP, editor output, Houdini output, screenshots, code diagrams, and authored notes.

Source: Website/ASSET_PROVENANCE.md

2026-06-18Gameplay

Hub progression loop takes shape

The first target loop is Hub -> Level 1 -> Finish -> Hub -> Level 2 unlocked, driven by data assets and save-state checks.

Source: AMazeIn/Docs/HUB_PROGRESSION_NEXT_STEPS.md

2026-06-19Art Pipeline

Dry-stone maze material direction

The repeated maze pieces are moving toward shared tiling materials, Houdini masks, edge wear, dirt, moss, and cheap variation.

Source: AMazeIn/Docs/AMAZEIN_STONE_MAZE_MATERIAL_UE57.md

2026-06-18Build

Packaging cook result needs follow-up

A Windows cook reached the asset statistics stage but ended with an unknown cook failure, making build diagnosis part of the next production pass.

Source: AMazeIn/Builds/Output_Log/Output_Log.md

Systems

The game is becoming data-driven early.

Deterministic Map Definitions

Each ranked map is represented by a data asset with MapId, DisplayName, CampaignOrder, RankedSeed, MapVersion, level reference, and progression metadata.

Run State and Timing

The run subsystem manages normal, hardcore, and practice starts, level transitions, elapsed time, deaths, validation tags, splits, and run completion.

Hub Door Progression

A reusable C++ door actor calculates locked, unlocked, and completed states, then leaves visual treatment to Blueprint presentation.

Roadmap

The next public story is the first playable loop.

The near-term focus is not a broad marketing site. It is a readable record of the hub loop, door progression, level travel, timer behavior, and material pipeline becoming one coherent playable slice.

Textured Houdini stone pillar module for the AMazeIn dry-stone asset set.