Stepping away from the screen to record a quick, unedited update by the river in Berlin. After weeks of deep, text-based backend coding, being outside is a reminder of a fundamental rule in world-building: to create a convincing environment, you have to experience it first.
When creating 3D spaces in Unreal Engine, it is easy to rely purely on technical skills, photo references, or AI-generated layouts. But without experiencing the real-world nuances—the way the sun hits your skin, the texture of the grass, the ambient noise—virtual spaces turn out sterile, cold, and lifeless. Much like life drawing, where 80% of the work is observation and 20% is execution, environment design requires deep observation before translation into 3D. Recent trips to Poland and an upcoming journey to France serve exactly this purpose: absorbing the atmosphere of real spaces to make a Mediterranean-inspired town feel alive.
The Context Propagation System (CPS)
For the past two months, work has shifted away from the visual side of Unreal Engine to focus entirely on the logic behind NPC interactions. While connecting a standard LLM to an NPC is straightforward, creating a system where information circles, stays, and actively changes the environment is a massive technical hurdle.
This led to decoupling the logic into a standalone framework: the Context Propagation System (CPS). CPS ensures that information propagates realistically throughout a population, turning NPCs into self-aware agents that drive the game's core problem-solving mechanics. Beyond gaming, a system like this has broader potential applications in social sciences and studying how information spreads across societies.
Shift in Focus & Unreal Engine 5.8
The creative process today is rarely about mastering a single software package. It is about the ecosystem of tools and how they interconnect. Because of this shift, the podcast will gradually reframe to look at the broader stack of fascinating tools shaping development, rather than focusing exclusively on Unreal Engine.
Finally, with the annual State of Unreal event arriving and the beta release of Unreal Engine 5.8 on the horizon—including the new MetaHuman crowd system—a quick word of caution: upgrading an active project can easily break essential plugins. If you plan to experiment with the new features, always back up your project first and avoid chasing every update at the expense of your momentum.
Timestamps
0:00 – Recording riverside in Berlin: Embracing video podcasting
1:01 – Breaking the computer addiction and getting outside
2:15 – Environment design: The limitation of relying solely on references and AI
4:36 – Traveling for reference: Bringing real-world atmosphere to a 3D Mediterranean town
7:10 – The 80/20 rule of observation in life drawing and 3D art
11:03 – The evolution of a two-year passion project: Moving from custom models to assets
13:13 – Working with AI as a development sidekick
14:14 – Introducing CPS: The Context Propagation System for NPCs
17:43 – Reframing the podcast: Shifting from a single software to the broader tool stack
19:30 – The contrast between terminal-based backend coding and visual work in Unreal
20:46 – Unreal Engine 5.8 expectations and a warning about upgrading active projects