Development Project 1 – Environment Blockout & Technical Workflow
Red vs Blue post - 2
Introduction
This blog documents the environment blockout stage of Red vs Blue. The primary objective of this phase was to explore building layout, spatial scale, and environmental flow for a combat-focused scene. The blockout process was used to establish architectural massing and open spaces that support movement and interaction within the environment.
The blockout serves as a foundation for understanding how the built space functions before progressing into more detailed stages of development.
Environment Blockout Purpose
The blockout phase was used to:
Define the overall scale of the environmentEstablish clear open areas suitable for combatTest height variation using platforms, stairs, and wallsSeparate foreground, midground, and background spaces
Simple geometric forms were intentionally used to keep the focus on space and structure, allowing rapid iteration without being distracted by detail or materials.
Blockout Workflow
The environment was constructed using basic shapes such as cubes, ramps, and planes to represent:
Building volumesCourtyards and open groundStaircases and elevation changesBoundary walls
This approach allowed quick adjustments to proportions and spacing, ensuring the environment felt balanced and functional for combat scenarios. Once the spatial layout felt correct, placeholder geometry was gradually replaced with architectural assets.
Use of Environment Assets
Suwon Hwaseong Haenggung Palace is considered one of the most beautiful palaces in Korea, similar to Gyeongbokgung Palace in Seoul.It has th
To add architectural accuracy and cultural context, I used environment assets from Fab titled:
KCISA – HWASEONG HAENGGUNG – Korean Traditional Palace
These assets were incorporated after the initial blockout to refine the structure while maintaining the original spatial layout. The use of existing assets helped:
Preserve realistic proportionsMaintain architectural consistencySpeed up environment development
The assets were used selectively so the scene remained readable and not visually overcrowded.
Flag Simulation
As part of environmental enhancement, I explored flag simulation entirely within Unreal Engine to introduce subtle motion to static architecture. This process focused purely on environmental interaction rather than character-driven animation.
The workflow included:
Base Geometry & Silhouette A simple rectangular mesh was created using the Extrude Polygon tool. Boolean operations with a noisy mesh were applied to break the silhouette and create natural irregularities.Pivot Adjustment & Texturing The pivot was repositioned to the edge where the flag connects to a pole. Textures were applied and UVs adjusted to ensure correct alignment.Skeletal Mesh Conversion The mesh was converted into a Skeletal Mesh by adding a root bone and joint, followed by skin binding.Cloth Physics & Weight Painting Clothing data was generated, and a weight gradient was painted so areas closer to the pole remained static while outer edges responded more to wind.Wind Simulation A Wind Directional Source was added to animate the flag. Wind strength and speed were adjusted to achieve natural movement. An optimisation technique learned was saving wind values during simulation by pressing the K key.
Conclusion
The environment blockout phase was essential in defining the spatial logic of Red vs Blue. By focusing solely on architecture, layout, and environmental interaction, I established a solid foundation for future work. This approach ensures that later stages such as character creation and cinematic development can be built upon a well-structured environment.
References
Epic Games Fab asset marketplace. Available at: https://www.fab.com KCISA HWASEONG HAENGGUNG – Korean Traditional Palace. Available at: https://www.fab.com YouTube Unreal Engine flag simulation tutorial. Available at: https://youtu.be/X_uCMBo06SY















