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.
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.