AMazeIn Development Archive

Building a third-person speed maze, one readable production step at a time.

AMazeIn is a work-in-progress Unreal project. This site follows the actual build: C++ gameplay systems, Houdini asset experiments, Unreal material setup, hub progression, and the screenshots that prove how each piece is being made.

Textured procedural dry-stone wall module in a Houdini viewport.
Current visual target: procedural dry-stone maze pieces moving toward Unreal-ready texture maps and masks.

Current Workflow

From Houdini wall logic to Unreal gameplay context.

Each step below keeps the image visible first, then explains what the screenshot means in the production chain. The goal is clarity: visitors should understand what changed, why it matters, and where it goes next.

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

01Houdini wall setup

Start with procedural stone modules

The dry-stone maze pieces begin as Houdini graphs, with wall structure, stone separation, and repeatable asset logic visible before anything is polished.

Houdini viewport and node graph showing a for-each auto UV and UV layout setup for a stone wall.
For-each UV layout pass for separated wall pieces.

02UV layout

Split, unwrap, and pack workable pieces

The wall is broken into sections, passed through for-each UV layout steps, and checked as a production asset rather than a flat screenshot.

Houdini node graph and viewport showing colour masks generated from stone wall attributes.
Attribute-driven colour masks for surface variation.

03Attribute masks

Turn geometry attributes into material signals

Connectivity, slope, curvature, ambient occlusion, and transferred attributes become masks for moss, snow, dirt, and stone variation.

Houdini COPs view showing a packed multi-colour mask texture for the stone wall.
COPs packed mask output prepared for Unreal material work.

04COPs output

Pack masks for Unreal material use

COPs outputs collect the useful mask information into texture data that can be inspected and reused in the Unreal material pipeline.

Unreal Engine material editor showing the AMazeIn master material node network.
Unreal material master network using shared texture maps and packed masks.

05Unreal material setup

Connect shared texture maps in engine

The Unreal master material is prepared to read shared texture maps and packed masks so repeated maze pieces can stay consistent but varied.

Houdini viewport and node graph showing a hub door mesh with damaged edges.
HubDoor edge damage pass feeding back into the playable hub slice.

06Hub and gameplay loop

Fold art tests back into the playable slice

The HubDoor and maze material work support the larger target loop: hub doors, level travel, finish triggers, return to hub, and progression.

Latest Update

Recent work stays visible, but the workflow leads.

2026-06-25Art Pipeline

Procedural masks move into the wall and HubDoor workflow

The latest Houdini pass splits wall meshes into workable pieces, uses for-each UV layout passes, and starts turning attributes into masks for moss, snow, dirt, and stone variation.

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.

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.

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.

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.

Systems

The production notes connect back to playable systems.

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.

Save and Leaderboard Path

Local progress, local bests, and pending leaderboard submissions are tracked before the online path is hardened.

Procedural Material Pipeline

Houdini outputs are being shaped into modular wall pieces, packed masks, shared tiling textures, and Unreal texture maps.