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Scraps — Blockmesh Level Design

A post-apocalyptic block mesh level built in Unreal Engine 5 inside Full Sail University's Scraps Project framework. Designed an arctic abandoned research facility around a custom breaker mechanic that controls power to doors, platforms, lights, and hazards throughout the level. Taught the mechanic across three IPM sequences — Introduction, Practice, and Mastery — embedded within six total action blocks, supported by a full pre-production pipeline including PureRef research, a pitch deck, a beat chart, and Perforce version control.

 Exterior first pass — arctic research facility establishing shot showing the building structure and surrounding mountain boundary.

Exterior first pass — arctic research facility establishing shot showing the building structure and surrounding mountain boundary.

Interior first pass — main corridor showing initial layout, lighting placement, and debris props communicating facility abandonment.

Interior first pass — main corridor showing initial layout, lighting placement, and debris props communicating facility abandonment.

IPM 1 first pass — platform room without power, showing the unpowered state the breaker in the adjacent side room controls.

IPM 1 first pass — platform room without power, showing the unpowered state the breaker in the adjacent side room controls.

 IPM 2 first pass — platform and pipe room showing initial prop placement and mechanic layout before final pass detailing.

IPM 2 first pass — platform and pipe room showing initial prop placement and mechanic layout before final pass detailing.

Exterior finished — arctic research facility with completed prop work including satellite dishes, trees, and perimeter fencing communicating the setting and scale.

Exterior finished — arctic research facility with completed prop work including satellite dishes, trees, and perimeter fencing communicating the setting and scale.

 Interior finished — main corridor with completed prop work including desks, computers, and debris reinforcing the abandoned research facility atmosphere.

Interior finished — main corridor with completed prop work including desks, computers, and debris reinforcing the abandoned research facility atmosphere.

 IPM 1 finished — platform room with power active, showing the breaker mechanic enabling platform movement and door functionality after the player activates the breaker in the adjacent room.

IPM 1 finished — platform room with power active, showing the breaker mechanic enabling platform movement and door functionality after the player activates the breaker in the adjacent room.

IPM 2 finished — pipe and storage room with completed shelving, pipe work, and platform props showing how the breaker activates both the path forward and the hazards the player must navigate.

IPM 2 finished — pipe and storage room with completed shelving, pipe work, and platform props showing how the breaker activates both the path forward and the hazards the player must navigate.

 Generator room — IPM 3 mastery sequence showing multiple breakers that interact with shared systems, where activating the wrong breaker or in the wrong order changes the outcome.

Generator room — IPM 3 mastery sequence showing multiple breakers that interact with shared systems, where activating the wrong breaker or in the wrong order changes the outcome.

 Communications wing — overhead view of the combat action block showing zombie patrol paths, crate cover, and the key objective location at the far end of the room.

Communications wing — overhead view of the combat action block showing zombie patrol paths, crate cover, and the key objective location at the far end of the room.

Full level walkthrough demonstrating the breaker mechanic across all three IPM sequences, combat encounter, and complete six action block progression from facility entrance to objective retrieval.