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Unreal Engine Diaries

cMonkX | Unreal Engine Indie Dev
Unreal Engine Diaries
Último episodio

23 episodios

  • Unreal Engine Diaries

    Truman Show in Unreal: My AI Town That Plays Itself

    04/09/2026 | 35 min
    Today's goal in the virtual world: explain where I've been for two months, own up to an accidental episode that slipped out, and update you honestly on the thing I care about most — a self-running town inside a dome.
    Lelit Distrikt https://wojciechhupert.github.io/LelitDistrikt_Website/
    CPS (Content Propagation System, Lelit Distrikt's engine) https://contextpropagationsystem.com/
    Development Update: The Dome Town
    I stepped into 3D a few years ago after seeing a scene in the movie Smoke — a tobacco store in 1990s Brooklyn — and wanting to live in that vibe. I built it in Blender, hit the wall when I realized Blender isn't a game engine, and moved to Unreal Engine, rebuilding low-poly with UE's built-in modeling tools. The store became a street, the street a town, and I realized what I actually wanted was a live simulation: a world where every character has an identity, a context, and a memory — where the NPCs would know you.
    Today the visual layer runs in Unreal (a Scan Factory Italian town preset I'm heavily customizing), and the 'brain' is built in Python with OpenAI Codex — I walked away from doing it inside Unreal because I couldn't get what I wanted there. Roughly 150 systems keep the simulation persistent. The one piece I'm still fighting: making every citizen genuinely reflect, observe, and remember — not as a chatbot, but persistently, without me prompting all day.
    I was supposed to freeze the project before September 1st. I'm a few days late — I'll own that too. Once the last piece clicks, I'm doing a soak-test livestream: the simulation runs for a week or a month while we watch characters with occupations and habits get interrupted, inspired, and hopefully produce emergent behavior that wasn't planned and isn't a hallucination.
    Takeaways from the Engine
    Technical Wall: If NPCs have no eyes, I must document every object in the level — coordinates and JSON maps — so they can perceive architecture and pathways. Giving them eyes means constant screenshots and vision analysis, and the cost explodes.
    AI/Vibe Coding Win: The brain is Python + Codex. I also prototype world-generation ideas — NPCs creating their own 3D models, or diffusion-generated worlds on the fly — where Unreal's role becomes placeholders and blockers.
    MetaHuman Status: The town felt 'alive' once MetaHumans walked around with simple Blueprints — but that was surface life. The real life is the persistent memory and relationship system.

    Where This Is Going
    The world is an artificial city in a dome — Truman Show meets Westworld, with a bit of Matrix. Citizens don't know they're in a simulation; some do and refuse to talk about it. Every backstory is handcrafted. And the cliffhanger: some characters can message me outside the game over Telegram or WhatsApp — tested in isolation, and it works.
    Watch the video version: https://youtu.be/WAQ2-qfJrzs
    **contact me:** cmonkxxx@gmail.com
  • Unreal Engine Diaries

    Lelit Distrikt Series 01 - Diving Deep into an Artificial Society: The Game of a Lifetime

    24/07/2026 | 9 min
    I misread the email address as a delivery instruction. Here is the first-person version.
    In this episode, I talk about the artificial society I am building and the ideas behind it.
    My aim is to create a game world that continues to develop independently of the player. The characters have their own routines, relationships, conflicts, and personal histories. They do not simply wait for the player to interact with them. Events continue to unfold, so returning to the game may mean discovering that relationships have changed, new conflicts have emerged, or important events have already taken place.
    I am less interested in conventional gameplay loops built around rewards, combat, and collecting items. I want the player to feel present inside a society that has its own momentum and internal logic. The world should be interesting to observe as well as participate in.
    I also discuss how the project grew out of personal ideas I have been developing for years, along with influences from films, television, games, and imagined worlds. It has become a way of combining those interests into a single system focused on character, continuity, and emergent storytelling.
    The episode covers both the creative vision and some of the practical challenges involved in building characters who can change over time, hold meaningful conversations, pursue individual goals, and affect one another without relying entirely on scripted scenes.
    In the next episode, I will introduce more of the world’s lore and some of the characters who inhabit it.
    Contact: cmonkxxx@gmail.com
  • Unreal Engine Diaries

    Vibe Coding: The Good, The Bad, and The AI

    08/07/2026 | 22 min
    Wild world of AI and its complicated relationship with Unreal Engine in today's episode. I’ve been mulling over how this new tech can feel like a double-edged sword—exciting yet, at times, downright disappointing. You see, while AI has made some tasks smoother, it also has a knack for gaslighting, leading us to wonder if we can even trust it with our code. I mean, let’s get real: there’s something a bit unsettling about relying on a system that can be as slippery as a greased pig at a county fair. As I wrestle with my own project that’s hit a snag, I share my journey of starting over, and how I’m aiming to create a dialogue system that could potentially change the game. Stick around as I spill the tea on my frustrations and victories, because let’s face it, navigating this digital landscape is no walk in the park! Diving into the core of this episode, we unravel the tangled web of creativity and technology as our host reflects on their journey with Unreal Engine. It’s a bit like peeling an onion—layer after layer of excitement and disappointment. Unreal Engine 5.8 has sparked a fire of inspiration, yet it’s also brought a whirlwind of frustrations. The discussion spins around the tantalizing capabilities of AI in game development, particularly how it can streamline processes—like a trusty sidekick swooping in to save the day when the code goes haywire. But hold your horses! The host doesn't shy away from calling out the elephant in the room: AI’s tendency to mislead and gaslight. With a candidness that feels like a chat over coffee, they delve into the paradox of relying on AI while acknowledging its flaws. It’s a rollercoaster ride through the creative landscape, where the promise of innovation meets the stark reality of technological limitations.
    Contact: cmonkxxx@gmail.com
    Takeaways:
    In this episode, we dive deep into the world of Unreal Engine, exploring the exciting yet polarizing features of version 5.8 that have us both thrilled and a bit scared.
    AI is a hot topic, but our host shares some personal frustrations about how it can mislead and gaslight, especially in creative environments where clarity is key.
    While working on an open world game, our host experiences the struggle of managing complex AI interactions, highlighting the need for better documentation and workflow management.
    The conversation touches on the creative process being hindered by the overwhelming presence of AI, which sometimes steals the joy of art and design with its efficiency.
    There's a humorous reflection on the state of technology and gaming, pondering if fun can still exist in a world so driven by commercialization and profit motives.
    Ultimately, we are left questioning the role of AI in our creative processes, as it can both empower and frustrate, making us wonder if we're losing the essence of what we love about art and development.

    Companies mentioned in this episode:
    Unreal Engine
    OpenAI
    Anthropic
  • Unreal Engine Diaries

    Unreal Engine 5.8: The New Features That Got Us Talking

    19/06/2026 | 32 min
    So, here’s the deal: our latest chat dives headfirst into the whirlwind that is Unreal Engine 5.8, and let me tell you, it’s a wild ride! We’re tackling the shiny new features that have everyone buzzing, particularly the revamped crowd system which, honestly, left me scratching my head a bit—who knew the old system was doing just fine? But hey, we’re all about exploration, right? I mean, I’m knee-deep in trying to figure out how to animate those snazzy Metahumans without breaking the bank or my sanity. And as we ramble on, we’re diving into the nitty-gritty of how AI is reshaping our workflows, making it easier to create without losing the magic of storytelling. So, hop on in and let’s unravel this tech tapestry together—who knows what we’ll discover next!
    Takeaways:
    It's wild how every time Unreal updates, I think I can just hit record and share my findings, but it turns out there’s way more to learn than I bargained for.
    The new crowd system in Unreal seems a bit like a fancy makeover; I mean, the old one was fine, right? But the upgraded metahumans are just... chef's kiss!
    I’m diving into this full body tracking thing, and man, it’s like trying to tame a wild horse—exciting, but you better have the right gear to ride it well!
    Creating terrain in Unreal is like being an artist, but with a digital brush—let's see if this newfound power can turn my flat worlds into epic landscapes!
    The way AI is changing how we interact with Unreal is mind-blowing; it's like having a coding buddy who actually knows what they're doing, while I just sip my coffee and supervise.
    The transition from blueprints to whatever new system they’re cooking up feels like moving from a bicycle to a rocket ship—exciting but also a little terrifying, right?

    contact: cmonkxxx@gmail. com
  • Unreal Engine Diaries

    Traveling for Inspiration: How Real-World Experiences Shape 3D Creations

    13/06/2026 | 23 min
    Today, we’re diving into the idea that to create truly immersive digital environments, we’ve got to step away from our screens and into the real world. I mean, let’s be real: there’s no substitute for feeling the grass under our feet or soaking in the atmosphere of a city we’re trying to recreate in Unreal Engine. I’ve been holed up in front of my computer for weeks, but now that I’m outside by the River Spree, it’s all clicking – those genuine experiences are what fuel our creativity. We’ll chat about how my recent travels, including a little jaunt to Poland and an upcoming trip to France, have shaped my approach to environment design and why it’s essential to immerse ourselves in the nuances of real-life locations. So, grab your headphones, kick back, and let’s explore how getting out into the world can elevate our 3D creations from sterile to sensational! Sitting by the River Spree in Berlin, I found myself reflecting on the chaos of creativity and the importance of stepping away from the grind. You know how it is—sometimes you get so wrapped up in your projects, especially when you're deep in Unreal Engine work, that you forget to breathe. I'm talking about that moment when you realize you've been glued to your screen for weeks, and the outside world starts to feel like a distant memory. So, here I am, holding my mic like a lifeline while I embrace the outdoors, soaking in the vibes instead of pixels. It’s a refreshing change, and it got me thinking about how crucial it is to experience the environments we aim to recreate. There's something magical about touching the grass and feeling the sun's warmth that you just can’t replicate in a 3D model, right? As I munched on some delicious Indian food, I couldn’t help but reminisce about my recent travels, which have really opened my eyes to the nuances of environment design. Whether it was wandering the streets of Poland or planning my upcoming trip to France, each experience adds another layer to my creative palette. We're not just creating digital spaces; we're trying to capture the essence of a place, the way the light dances through the leaves or how the air feels on your skin. It's kind of like drawing—it's all about observation and feeling before you even think about the execution. I’ve learned that if I want my virtual environments to feel alive, I need to invest time in the real world first. But let’s be real for a second. It’s easy to get lost in the technical side of things, especially with the rise of AI in creative processes. While AI can be a handy sidekick, I’ve realized that it’s no substitute for genuine human experience. I’ve spent a good chunk of time working on an NPC system that's meant to mimic real social interactions, and trust me, there’s a lot more to it than just plugging in a chatbot. It’s about understanding the subtleties of human emotion and interaction, and that’s something you can only grasp by being out there in the world. As I sit here contemplating all this, I'm excited about the potential of my projects and the new directions they could take, fueled by real experiences and genuine connections. And who knows? Maybe I'll share more of this journey with you as I dive back into the coding chaos after this lovely break!
    Takeaways:
    Creating virtual environments requires real-world experiences to truly replicate their essence.
    Embracing AI in creative processes can lead to more effective and innovative solutions.
    It's essential to disconnect from screens and immerse ourselves in our surroundings for inspiration.
    The journey of developing NPC interactions is complex and highlights the need for a nuanced understanding of social dynamics.
    Traveling influences creativity in game design by providing fresh perspectives and experiences.
    The balance between technical skills and personal experiences is crucial in producing engaging content.

    Contact me at cmonkxxx@gmail.com
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Acerca de Unreal Engine Diaries
Unreal Engine Diaries is a raw, unedited audio journal from a solo developer trying to build something real in a world where AI is rewriting the rules faster than anyone can keep up. I'm a UX designer who got laid off, picked up Unreal Engine, and started documenting what actually happens when a non-engineer tries to build a virtual world alone — the technical walls, the identity crisis, the occasional breakthrough. No tutorials. No sponsored segments. Just honest dispatches from someone figuring it out in real time. Topics include: Unreal Engine 5, vibe coding, AI tools for solo devs, MetaHumans, virtual fashion, indie game development, and what it means to keep making things when the industry is falling apart around you. If you're building something in Unreal — or wondering if you should — this is for you. Contact: cmonkxxx@gmail.com
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