Blueprint Immersive


Blueprint Immersive is a real-time visualization and design tool developed by Agile Lens for exploring and evaluating performance venues. Built with Unreal Engine, it enables architects and designers to import Datasmith files with preconfigured Revit families, apply diagrammatic colors to highlight design elements, save viewpoints for sightline evaluation, toggle between design options and ultimately export screenshots for client review and presentations.

I designed the application's interface and user experience, while engineering core features that support editing, view management, visualization, and project persistence.



Client / Studio
Fischer Dachs Associates / Agile Lens
Role
Product Designer, Unreal Developer
Stack
Unreal Engine 5, Blueprints, UMG






Designing the Interface

I designed a unified interface that brings real-time navigation, scene editing, design comparisons, and project management into a consistent workflow. The interface organizes complex functionality into accessible tools, with clear navigation, contextual controls, and visual feedback.






Editing in Real Time

Blueprint Immersive is designed primarily for diagrammatic visualization rather than photorealistic rendering, allowing designers to communicate spatial ideas through color and visual hierarchy. 

I designed and implemented a custom palette system that supports this workflow, enabling users to create and organize color palettes, manage swatches, and apply colors directly to 3D geometry to highlight architectural elements and distinguish design configurations.


Creating a palette, swatch and painting





Supporting the complete design workflow

Beyond the interface, I engineered systems for managing and preserving design work. Users can organize saved viewpoints, generate presentation-ready screenshots individually or in batches, and save their configurations to reopen and continue editing later.

These features extend Blueprint Immersive from a real-time viewer into a practical workspace for design exploration and documentation.



View Management

Users can capture, group, update, and restore camera perspectives. Saved views preserve camera position, field of view, and associated design options.


Screenshot & Export

Users can export high-resolution screenshots with configurable resolution, metadata overlays, and bulk export across selected views or groups.






System Architecture

BPI uses Datasmith and a custom import pipeline to bring architectural models and their design alternatives into Unreal Engine. Once loaded, the models can be explored in desktop or VR, with tools for painting individual surfaces, moving objects, adding annotations, and switching between design options. These changes can be stored as separate project states, paired with saved camera views, and exported as screenshots or browser-viewable models.



BPI system architecture Five layers show model import, application and interaction, scene editing, project management, and export. Green boxes mark systems I contributed to. Application UI connects to scene editing and project management. Palettes, Saved Views, and Project State feed Project Save / Load through a shared connector attached to their boxes. The diagram scales as one graphic to the available width. Systems I contributed to 01 — MODEL IMPORT Datasmith Import Loads architectural models and design alternatives Scene Registration Organizes imported geometry and design-option groups 02 — APPLICATION & INTERACTION Application UI Provides controls for editing and project management Navigation & Input Handles desktop and VR movement and controls Design Options Switches between alternative architectural configurations 03 — SCENE EDITING Material Painting Applies colors and materials to model surfaces Uses Palettes Object Transforms Moves, rotates, and scales individual objects Annotations Adds freehand markups to the scene Undo / Redo Reverses and restores editing actions 04 — PROJECT MANAGEMENT Palettes Creates and organizes reusable color and material swatches Saved Views Stores camera perspectives and design-option selections Project State Stores named scene versions with painting, transforms, and annotations From Scene Editing Project Save / Load Saves project files and restores data after reimporting models 05 — PRESENTATION & EXPORT Screenshots Captures individual or multiple views with overlays Web Export Packages models and materials for browser viewing Screenshots ← Saved Views Web Export ← Imported Scene Data


My contributions

My work spanned Application UI, Palettes, Saved Views, Project State, Project Save / Load, and Screenshots. I built the palette management system for reusable material swatches, view management for saving camera positions and design selections, and project states for preserving multiple edited configurations within a project. I also implemented the save/load workflow that restores these systems after reimporting source geometry, along with batch screenshot export and the UI connecting these features.