REC · DEV LOG
Epic AI MegaJam 2026 · Theme: Director's Cut

Cutting Room Floor

a director's cut

A first-person puzzle game about a woman cut out of a film. Stand on the mark, shout “Action!” and a wireframe world renders into reality; call “Cut” and it dissolves back. Behind you, the edit is already burning the scene away.

Team İzzet Alşan · Tuğçe Alşan Engine Unreal Engine 5.9, Blueprint-only Made by directing AI agents through Unreal MCP Log written 15 Nov 2026, from the project's own records
Main menu of the packaged build: the title Cutting Room Floor over the cutting room, START and QUIT buttons
Chapter 1 start: a wireframe placeholder bridge glowing blue under a warm spotlight, film strips hanging in the dark

Left: the main menu, captured from the first packaged Windows build (Development, 15 Nov). Right: the opening of Chapter 1 — the blue wireframe is a “placeholder”, the amber pool is the Mark you stand on.

Why “Director's Cut”? Everything in the game is a film-production verb. The world is a rough cut; you render it with Action!, edit it with Cut, and the editor — a voice called THE EDITOR — keeps trimming whatever you leave behind. The story itself is about a scene that was cut, and whether it gets put back.

2
humans (direction, review, playtests)
~20
named agent sessions
35
git checkpoints (14 Nov 01:32 → 15 Nov 18:53)
6
levels in the build
78
AI voice lines (ElevenLabs)
9
packaging attempts to first working build

Every number on this page comes from the project's own records (the hour-by-hour DEVLOG.md, the design docs under Docs/, git history and build logs). Where something was measured by a bot or in the editor rather than by a person, it says so. See Accuracy notes for what we could not verify.

Contents

  1. The game: story, mechanics, chapters
  2. How it was made: one editor, many agents
  3. Timeline, hour by hour
  4. What went wrong (and the fixes)
  5. Tech notes
  6. Cut scenes: what didn't make it
  7. Asset & AI tool declaration
  8. Credits & thanks
  9. Accuracy notes & source gaps
  10. Türkçe özet

01The game

You play Mira Kaye, a stand-in actress who finally got one real part — the safecracker in a heist picture called Midnight Vault — and then got cut. The game opens with five typewriter cards about Scene 41, the night shoot at the vault, and ends mid-sentence: “And then the director called—”. Mira wakes up on the floor of a cutting room, wearing the wrong shoes.

Story intro card titled THE DIRECTOR with a typewritten quote
Story intro — 5 cards, about 29 seconds, hold any key to skip. Design preview of card 3 (Docs/Story_Intro.md).

Mechanics

Placeholder vs. rendered

The world exists in two states. Placeholders are blue wireframe, see-through and have no collision — you walk straight through them. Rendered objects have real materials and are solid.

Action! — on a Render Mark

Stand on a taped X and press Action!. A spherical wave rolls out from the mark; everything placeholder inside its radius renders in with an amber burn edge and a burst of cubes. It costs one reel of film.

Cut — at anything

Aim the clapper at a rendered object and Cut: it dissolves back to wireframe. In Chapter 1, cutting a take you rendered winds the film back (+1 reel) — a rule added after a playtest softlock (see What went wrong).

Reels, slate, torch

Film is found, not given: reels hide in drawers, cans and projectors. A small inventory strip (FILM / SLATE / TORCH) tracks what Mira carries; the torch matters in the dark projection gallery.

The world erases behind you

There are no enemies. Instead a burning fade front follows Mira through Chapter 1, eating the set from behind. It waits at puzzle rooms and chases in short corridors. Get caught and the film burns, rewinds to your last mark, and THE EDITOR sighs: “Take two.” As it closes in, a heart-monitor beep slows down.

Hands, doors, mirrors

Mira has a full body in first person (MetaHuman + motion matching). She holsters the clapper to open doors by the handle, picks reels off the floor, and in one room sees herself in a mirror for the first time.
Action: a bridge rendering in from wireframe in front of the clapper
Action! — the reveal wave mid-way across the bridge (Chapter 1 polish pass, 14 Nov).
Cut: a door dissolving into holes
Cut — a rendered door dissolving back to placeholder.
Picking up a reel from the floor near a taped mark
Reels — “TAKE REEL” prompt next to a Mark (15 Nov).
The fade front dissolving a room into amber cubes
The fade front — the prologue room being erased, seen from area A.
Torch beam in a dark room
Torch — test in the mechanics lab.
First-person hand opening a wooden door by the handle
Doors — hand-on-handle IK, clapper holstered first.

Chapters — before and after

The game follows a film's production pipeline, and each chapter is more “real” than the last: Prologue (the cutting room where Mira wakes) → Chapter 1 · The Cutting Room (areas A–E: cutting room, film archive, projection booth, prop store, Splice balcony) → Previz (grey-box checkerboard) → The Set (fake façades, light stands) → Final Cut (the vault) → and one more place we won't name here.

“Before” is the first blockout from the morning of 14 Nov; “after” is the latest frame we have on disk. The Previz/Set/Final Cut “after” frames were taken before those levels were switched to the MetaHuman character (they still show the earlier hands-only player).

CHAPTER 1 · THE CUTTING ROOM

BEFORE · 14 NOV 12:44Hub blockout: grey platforms and flat film strips in the dark
AFTER · 15 NOVChapter 1 start: curling film ribbons, desk, wireframe cube under a lamp
Prologue cutting room with desks, monitors and a red rug
Prologue — Mira's wake-up room, ~500 actors, built to match concept 07.
Film archive shelving under a single lamp
B · Film Archive
Prop store: wireframe stair placeholders on a dark floor with a taped X
D · Prop Store — three marks, one trap.
Neon sign reading CUT over a door
The neon CUT door — first Action! opens it.
Glowing Splice doorway at the end of a balcony
E · Splice — the chapter exit (film-frame portal).
HUD mockup with reel counter, timecode and ACTION toast
HUD — camera-viewfinder design system (widget designer capture).

PREVIZ

BEFORE · 14 NOV 12:50Previz blockout
AFTER · 14 NOV 14:59Previz design: checker floor, wire scaffold tower, posed mannequins

THE SET

BEFORE · 14 NOV 13:14Set blockout in darkness
AFTER · 14 NOV 15:17Studio set: wooden stage, fake street façade, light stand
The set after both light stands are rendered: the ramp and façade lit
The Set, solved — rendering a light stand lights up placeholders hidden in its dark volume; the second stand chains a ramp in the same Action!.

FINAL CUT

BEFORE · 14 NOV 13:14Final Cut blockout with the vault door
AFTER · 14 NOV 14:59Vault room fully rendered
Vault room all wireframe
0.5 s — the whole vault room is placeholder (217 Renderables).
Reveal wave crossing the vault
1.4 s — the wave crosses the vault door.
Vault fully rendered
2.9 s — rendered.
Spoiler — the ending (click to open)

The Final Cut no longer ends in a bedroom (that was our first ending — see Cut scenes). After the vault, a voice says “Follow the light”, the director calls “Aaand… cut!”, and Mira wakes in a hospital room. THE EDITOR's voice belongs to her doctor, Dr. Adler. The orange clogs from the opening are by the bed. The light rig fell during Scene 41; the “heart monitor” beep you heard while the world burned was real. Her phone lights up with a message from the director: “We kept scene 41. It's in the Director's Cut.”

Hospital room: the doctor speaks behind a curtain rail
Dr. Adler — a MetaHuman with audio-driven facial animation; same voice as THE EDITOR.
Phone notification from The Director
The last message.
Clogs glitching into Chelsea boots on a rug
The opening, re-read — clogs glitch into boots: “Continuity error. Keep moving.”
Hospital room wide shot
L_Hospital — 17 hospital props modelled by an agent in Blender + Poly Haven CC0 furniture.

02How it was made

We treated the jam like a film shoot. Agents were the crew, work they delivered was footage, and we were the directors deciding what makes the edit. The project rulebook says it directly: requests are takes, accepted work is the edit, rejected work is the cutting room floor.

The director's chair: one orchestrator

A main Claude Fable 5.2 session in Claude Code held the plan (GDD.md, TASKS.md), split work into briefs, opened a sub-session per task, checked the results (does the asset exist, does it compile, does the bot get through the level) and made the git checkpoints. It did not build in the editor itself.

The crew: Opus sessions with Unreal MCP

Each task went to a Claude Opus 5.5 sub-session with names like crf-hub, crf-fade, crf-light, crf-doctor, crf-l1-build. They drove the live Unreal editor through Unreal MCP toolsets: spawning actors, writing Blueprint graphs, building materials and Niagara systems, running Python, starting PIE and injecting input to play-test with a bot. Blender work went through scripts and Blender MCP.

The humans

İzzet and Tuğçe set direction, chose assets, picked voices, supplied references (lighting refs, a Meshy clapper, Mixamo animations, a recorded heart beep), made the calls in the design docs and — critically — played it. Several of the biggest fixes (the softlock, the door handle, the doctor's curtain) came from a human playthrough.

The paper trail

Every task ends with a DEVLOG.md entry in a fixed format: request · what was done · problem/fix — honestly · what a human should test in PIE. That log (≈540 lines) is the main source for this page.

One editor, many agents: the turn system

Unreal MCP talks to one running editor. Many agents talking to one editor at once is a recipe for crashes, so most of the orchestration was about who may touch the editor, when:

Quality bar. On day one we added a rule after seeing the first blockouts: “level design and visual quality are also the agent's job — a blockout is not ‘done’”. Agents had to dress levels with real assets, light them against the concept art, and list anything left as a placeholder as a placeholder.
Concept art of the cutting room with projector, reels and clapper
Concept 01 (ChatGPT) — the target for Chapter 1. Concepts were reference only, never shipped.
Concept board for the prologue room with asset list
Concept 07 — prologue room board.
Built prologue room
Built — the same room in-engine.

03Timeline

Times are Turkey time (UTC+3), from DEVLOG.md and git. The project's first commit is 14 Nov 01:32 (template + MCP settings + jam docs); the jam's contest period opened on 12 Nov.

Friday 14 November
10:07 – 10:52

The whole core loop in 45 minutes

Eleven tasks back to back: test room, placeholder materials, the reveal material system (MPC_Reveal + MF_RenderReveal), BPC_Renderable, BP_RenderMark, the character with Action!/Cut, game mode with reel budget and respawn, HUD with timecode and subtitles, a test puzzle, level chain and hand materials. Each was verified by a PIE bot with injected input.

Test cube half-rendered by a noisy spherical reveal
10:14 — first reveal sphere (radius 75) with emissive edge.
10:40

First puzzle solved by a bot

Cut a wall to win a reel, walk to the mark, Action! a bridge, cross. The bot walked it; a planned-for risk (cutting a plank under yourself) was logged as a design question.

Orange bridge rendered across a gap
T09 test room — the bridge renders.
12:44 – 13:34

Five levels blocked out, voices recorded

Hub, Previz, Set, Final Cut and a bedroom ending blocked out; first Fab/Poly Haven sweep (16 free Fab listings, 7 Poly Haven models); 12 lines voiced in ElevenLabs; main menu and credits.

Early hub with flat film strips and an orange rendered bridge
12:44 — the first Hub blockout.
13:55

Menu to credits, no hands

One continuous PIE session, bot-driven, menu → Hub → Previz → Set → Final Cut → Bedroom → menu in 121 s with 0 Blueprint errors. (A bot takes shortcuts; a person takes much longer.)

Overview of the hub with props and film strips
13:03 — first props in the Hub.
14:00 – 15:32

“A blockout is not done”

New rule, then real level design: 49 more free Megascans/Fab listings installed (~790 MB), the Final Cut vault room rebuilt from 119 and then 217 Renderables, Set and Bedroom given deep design passes, wireframe placeholder look added to every level.

Vault reveal mid-wave
14:59 — Final Cut reveal sequence.
16:00 – 16:34

Chapter 1 polish

Niagara reveal burst, cut-dissolve, Splice transition, the viewfinder UI (Bebas Neue + IBM Plex Mono, 18 generated UI textures), sound balance. Compared side by side with the concept.

Polished hub reveal with gloved hand holding clapper
16:12 — reveal with the new HUD.
21:54

A clapper with bones

The clapper was rigged and animated in Blender (Idle, Raise, Action, Cut, Lower — with a ClapHit notify on frame 5), later re-rigged on İzzet's Meshy-generated model.

Clapper with CUTTING ROOM FLOOR printed on it, mid-clap
The Meshy clapper on the shared skeleton.
23:25 – 23:58

The story changes

İzzet rewrote the ending: not a bedroom but a hospital; THE EDITOR is the doctor; the game opens with the clogs. The story doc, VO table and GDD were rewritten without touching the editor. Meanwhile the MetaHuman Mira and a mechanics lab (L_MechLab) came online.

Two hands holding the clapper in first person
Two-handed clapper on the full-body Mira.
Saturday 15 November
02:05 – 03:30

Motion matching, a doctor, a world that burns

Game Animation Sample motion matching and vault/mantle traversal on Mira; Dr. Adler built in MetaHuman; the fade front (BP_FadeFront) and the film-burn Niagara pack. An editor crash during another session's MetaHuman build cost 147 unsaved animations — regenerated, with every save verified on disk.

Third-person view of Mira vaulting a box
GASP vault in the lab (third-person debug view).
02:20 – 06:35

“Take two.”

The erasing world gets sounds (ElevenLabs SFX, İzzet's heart beep), a catch that freezes instead of dropping you into the void, and a dormant mode for the prologue.

Burning film-frame shape with RETAKE banner
Caught by the fade: film burn, then rewind.
05:44

Light and a LUT

Six lighting references from İzzet → warm/cool, volumetric beams, gobos and a generated teal-amber LUT at 50%.

BEFOREProp store before lighting
AFTERProp store after lighting pass
Area D, before/after the lighting pass.
06:55 – 09:41

Prologue room, then Chapter 1 end to end

The wake-up room (~500 actors), then Chapter 1 rebuilt as five areas A–E with the fade front and seven marks. At 09:41: one uninterrupted bot run from the opening through A–E into Previz.

Prologue cutting room, wide
06:55 — prologue room.
10:22 – 10:31

The final level, and everyone becomes Mira

The hospital finale was built from scripts prepared while the editor was busy; Previz, Set and Final Cut switched to the MetaHuman player.

Spoiler image
Hospital room
10:45 – 14:21

First packaged build — on the 9th try

Banned compiler version, a missing editor target, 47 cook errors, and two builds that crashed on launch because restricting editor plugins also removed runtime ones. At 14:21: BUILD SUCCESSFUL, no crash; menu, Chapter 1 and the hospital each ran 90 s with 0 fatal errors.

Packaged build: cutting room desk with monitor
Chapter 1 inside the packaged exe (Development build).
14:15 – 18:53

Playtest fixes

İzzet played: area A could softlock (fixed with cut refund, instant dissolve and a spare reel); the door handle went up before down; the doctor stood behind a curtain. Then: story intro wired in, wake-up v3 with a blink effect, inventory strip, doctor facial animation, burn fps fix.

Looking down at orange clogs on a red rug with subtitle Why am I wearing clogs?
The opening: “Why am I wearing clogs?”
Still shooting. At the time of writing the second package (Trial2) is being verified and the last fixes are going in. This page will be updated once more around 23:30 with the final build results.

04What went wrong

The agents' log entries have a mandatory “problem/fix — honestly” line. Here are the ones that cost the most.

What happenedCostFix / rule
Editor crash. The editor crashed while another session was building a MetaHuman.147 unsaved animations and AnimBP changes lost.Regenerated; every save now verified on disk; MetaHuman edits only with PIE closed.
The 25-minute freeze. An agent deleted a referenced asset to re-create it.Editor locked for 25 minutes by the reference scan.Rule: never delete a referenced asset; edit in place or rename.
Vanishing actors. Compiling a Blueprint while L_Hub was open dropped its instances (a Render Mark, then four lockers, then the hospital director).Silent breakage found only by end-to-end checks.Compile only in L_TestRoom; count actors before/after.
Polling killed play-tests. A background loop pinging MCP every 20 s interrupted another session's PIE bot.Failed bot runs.Rule 10: no polling; wait for the level owner's message.
Softlock in area A. In İzzet's playthrough you could spend your only reel and be stuck.Unwinnable state in the first puzzle.Cutting a take refunds the reel (“The film winds back. +1 REEL”), dissolve is instant, a spare reel appears.
Packaging. MSVC 14.51 banned by the engine; UAT looking for an editor target; 47 cook errors (missing GASP foley/structs, doctor AnimBP without skeleton); restricting editor plugins also removed LiveLink, cloth and MovieSceneAnimMixer at runtime.9 attempts between 10:45 and 14:21.Plugin allow-lists reverted where needed, mixer enabled explicitly, missing GASP files migrated (150 files, 7.2 MB).
Fps collapse while the world burns. On the rebuilt Chapter 1 (1,491 erasable objects) the burn dropped PIE to ~9 fps.Unplayable moment.Diagnosed by toggling systems: the per-frame victim loop, not particles. Fix 10 → avg 43 fps during the burn (49 without).
A spline that kept resetting to 100 cm. Every BP compile reset the fade front's path.Repeated “frozen” tests.Root cause: points added via Python left bSplineHasBeenEdited false.
Usage limits & rate limits. One session hit its usage limit before its visual PIE test; Fab returned “Too many requests”; the ElevenLabs free tier allows one generation at a time and its connector returned “busy”.Unverified work, retries.Logged as “not done”; retried later or switched to the web UI.
Agents being wrong. One pass claimed the Hub floor was Megascans concrete — the material didn't compile and was falling back to a grid. Lights added in another pass were ~30× too bright.A wrong report in the log.Caught and corrected in the next entry, in writing; all CRF materials scanned for compile errors.
Sounds nobody heard. Many VO and SFX were checked by duration and RMS, not by ear.Possible bad takes.Flagged in every entry for a human to listen.

05Tech notes

Reveal & burn materials

M_Renderable_Master carries both looks. A material function blends placeholder (world-space wire grid, dark blue fill, dithered opacity) and final (Megascans textures, ORM) by a per-object RenderState and a global sphere in MPC_Reveal, with a noisy amber edge band. Cut runs the dissolve in reverse. A Niagara burst (NS_RevealBurst) throws amber cubes from the wave's shell.

The film-burn pack (NS_BurnEdge, NS_BurnFront, NS_BurnOut, NS_RenderIn + MF_FilmBurnEdge) shares one burn field between particles and material so they line up.

Wire grid with ember edge where the world is being erased
Fade front on area A: amber edge → wireframe → nothing.

The fade front & the fps fix

BP_FadeFront is a spline “front” that advances between gates (BP_FadeGate), erasing surfaces, props and lights it passes, and rewinding all of them when it catches Mira. First version in the prologue room: 22–25 fps while the room burned → 36 fps after budgeting FX per frame and skipping far/invisible victims. On the rebuilt Chapter 1 it regressed to ~9 fps; the fix (exact per-type thresholds instead of a wide waiting window) brought it to avg 43.0 / p10 36.3 fps during the burn in PIE (base 49.3). Outside the editor, -game at 1280×720 measured a median 6.1 ms frame (~164 fps) before the later content passes.

Full-body first person

Mira is a MetaHuman (from the free “Skotukeda3” preset, rebuilt with Fab MetaHuman jeans, Chelsea boots, clogs and sweater). The camera follows a smoothed head bone; look down and you see your body and shadow. Locomotion is motion matching from the Game Animation Sample (only the needed sparse walk/run/idle databases and vault/mantle montages, ~150 MB), retargeted to Manny, with IK layers for the two-handed clapper and door handles. Getting up and floor pick-ups use Mixamo animations retargeted to Manny.

Blink

BPC_Blink draws eyelids over the camera for the wake-ups (prologue and hospital) — the screen opens the way eyes do.

Mira MetaHuman standing in a test room
Mira (MetaHuman) in the character lab — reference pose capture.
Wake-up shot through half-closed eyelids
Wake-up, mid-blink.

Light & LUT

Three frames comparing no LUT, LUT 0.5 and LUT 1.0
Teal-amber LUT generated by script (Tools/gen_lut_tealamber.py), used at 0.5. Chapter 1 has 22 shadow-casting lights; window gobos, flickers and blinds are light functions.

Subtitles & VO pipeline

All speech lives in one data table (DT_Subtitles: id, speaker, text, duration, voice). Rule 9: every line that is heard is subtitled, including Mira's “Ahh…”. A line shows for max(table duration, audio + 0.3 s) and a new line cuts the old one. VO was generated in ElevenLabs (web UI, free plan, Eleven v4), imported as MP3 directly, and bound by reference so it survives packaging. Only the director's “Aaand… cut!” gets a reverb send.

Subtitle with speaker label MIRA
Subtitle style with speaker label.

Packaging

Windows, UE 5.9. First full Development build ≈10 minutes (8 min cook); with a warm DDC about 1 min 20 s. The Trial1 folder is 3.37 GB (zip 2.81 GB) — the biggest single item is a MetaHuman Animator tracker (530 MB) pulled in by plugin code, not by any asset. In the Development exe at 1600×900 with the editor still open, stat fps showed ~103–134 fps in the menu, ~87 in Chapter 1, ~71 in the hospital. The final-build recipe uses Shipping with no debug info.

06Cut scenes

It's a game about cut scenes, so here are ours.

  • The bedroom ending. The first ending was waking up in a sunny bedroom (three design passes, a whole arch-viz room). Replaced by the hospital when the story changed on night one.
  • Hands that evolve. The original design swapped the player's hand material per chapter (mannequin → sketch → flat → real). Replaced by a real Mira from the start; only the world becomes real.
  • Text-to-animation (Kimodo). Considered for custom animations; needed gated model access and wasn't attempted. Mixamo and GASP covered it.
  • DLSS. Ported to 5.9 in a separate copy of the project and a test package was started; never merged into the game.
  • A European Hornbeam tree. The only free version was a full UE package; the download passed 7.2 GB and was cancelled.
  • A doctor's coat. The source model's licence was unclear and it wouldn't fit the body; dropped.
  • AI video cinematics. A full-screen video player with slots exists, but no videos were made; the game falls back to in-engine scenes.
The cut bedroom: bed, bookshelf, clock, warm light
Cut: the bedroom ending (L_Bedroom, 14 Nov). Not in the build.

07Asset & AI tool declaration

Everything we did not make ourselves (or have an agent make from scratch) is listed here. We built the list from the project's asset log and then checked it against the six shipped levels: a dependency scan of L_MainMenu, L_Hub, L_Previz, L_Set, L_FinalCut and L_Hospital followed every package they reference (2,199 files). Only assets the scan found, or that the docs say are in use, are listed as used. Nothing was purchased.

used found by the dependency scan · doc in use per project docs (inside our own folders, so the scan can't attribute it) · check licence or owner needs confirmation (see Accuracy notes)

AI tools

ToolWhat it didOutput in the game
Claude Fable 5.2 (Anthropic) in Claude CodeOrchestration: planning, task briefs, review/verification, git checkpoints, design docs.Indirect (docs, decisions).
Claude Opus 5.5 (Anthropic) in Claude CodeAll editor production through Unreal MCP: Blueprints, materials, Niagara, levels, lighting, UI, Python import/build scripts, Blender scripts, story/VO scripts, this dev log.Essentially all game code, levels, materials, VFX and UI.
Unreal MCP (UE 5.9 editor toolsets)The bridge between agents and the live editor (incl. the Fab toolset for installing free listings).—
Blender 5.2 via scripts / Blender MCPClapper rig + 5 animations, door split/pivots, 17 hospital props, name badge, Poly Haven clean-ups.Clapper animations, hospital props, processed door.
ChatGPT (OpenAI) image generationConcept art per chapter from the GDD.Reference only — not shipped. (Five concept images were briefly hung as framed pictures in the cut bedroom level.)
ElevenLabs — Text to Speech (Eleven v4)All voice-over: 78 lines. Voices: George (THE EDITOR / Dr. Adler), Lily (Mira), Adam (the director), Alice (PA announcement) — premade library voices, no cloning.All VO. In-game credit: “Voice over generated with ElevenLabs (elevenlabs.io)”.
ElevenLabs — Sound Effects v211 SFX: monitor beep, flatline, front crackle, catch burn; projector loop/stop, TV static, fluorescent hum, chain, reel, room tone.Fade-front and Chapter 1 sounds.
Meshy (AI 3D)The hero clapperboard model, supplied by İzzet; agents split, rigged and textured it.The clapper Mira carries.
MetaHuman Creator (Epic Games)Mira (from a Fab preset) and Dr. Adler (from the “Walter” preset); audio-driven facial animation for 9 doctor lines.Both characters.
Python + PIL (agent-written)Procedural UI textures, LUT, projector film atlas, ECG/whiteboard textures, heartbeat, prologue textures.Not AI-generated media; scripted.

Epic Games content

AssetSourceLicenceWhere
First Person template (blueprints, anims, input), Mannequins (Manny/Quinn), UEFN MannequinUE 5.9 project templateUnreal Engine EULABase character/game mode lineage, NPC mannequins in Previz, retarget targetsused
Game Animation Sample (subset: sparse locomotion DBs, vault/mantle/hurdle montages, foley data)Epic Games via FabFree Epic content (UE EULA)Mira's locomotion and traversalused
MetaHuman (Creator, body/face rigs)Epic GamesMetaHuman licence (UE)Mira, Dr. Adlerdoc
MetaHuman outfits: Slim Jeans, Chelsea Boots, Classic Clogs, Sweater; T-Shirt Variants (crewneck), Cargo PantsEpic Games via Fab (free)Fab (tier not recorded)Mira's clothes; Dr. Adler's scrubsused
Quixel Megascans (see Fab table)Epic/Quixel via FabFab Standard (free)Most surfaces and many propsused

Fab — third-party creators

AssetCreatorLicenceWhere (scan)
CC0 - ClapperboardplaggyCC0 (tagged CC-BY on Fab)Chapter 1 (original clapper; derived board/flap meshes)used
CC0 - Pile of Clothes 2plaggyCC0 (tagged CC-BY on Fab)Chapter 1, Hospitalused
Bank VaultArne JansCC BY (version not recorded)Final Cut vault doorused
Realistic Smartphonedimension Dazzle (per in-game credits)CC BYHospitalused
Fine Gold BarIncg5764CC BYFinal Cutused
Transparent curtainBarnus Model'sCC BYThe Set (diffuser cloths)used
Wooden Bookcases with BooksmtcollingsCC BYChapter 1used
Wooden Doorkellett66CC BYAll interactive doors (processed copy in CRF/Props/Door)doc
Hollywood Movie Props VOL.3DekogonFab Standard (free)Light stands, production lights, truss — Chapter 1, Setused
Director's ChairGJA VFXFab Standard (free)Chapter 1, Setused
Table Lampswolo4Fab Standard (free)Chapter 1used
Transport caseSousinho GamesFab Standard (free)Chapter 1used
Vintage Factory Hanging Lamp (Procedural)not recordedFab Standard (free)Chapter 1 pendant lampsused check
10,000 USD Money StackModelVault3Dnot recordedFinal Cutused check
Simple First-Person Flashlight Animations V1 (incl. its flashlight mesh/demo assets)TreetyFree (Personal + Professional)Torchused
Skotukeda3 (MetaHuman preset)skotu kedaFree on Fab — tier not recordedMira's basedoc check
Essential Ambience SFXSound KajiyaFree for Personal licence onlyLevel ambiences (menu, Previz, Set, Final Cut, Hospital)used check
Small Sound Kitnot recordedFab Standard (free)UI/door/reveal SFXused check
Latches: Mechanical Locking / Unlocking SFX Pack1not recordedFab Standard (free)Action!/Cut clicks, doorsused check

Quixel Megascans (via Fab, Fab Standard, free)

Surfaces: Dusty Concrete Floor, Concrete Wall, Scratched Painted Metal, Brushed Metal, Metal Panels Facade, Clean Wood Planks, Wood Planks, Wooden Floor, Plaster Wall, Strip Bond Oak Parquet, Plush Carpet, Red Brick Wall, Stucco Facade. Decals: Oil Stain, Leakage, Line of Tape.
Props: Cardboard Box, Clay Cup, Electrical Cabinet, Fluorescent Ceiling Lamp, Historic Bazaar Rug Fabric Old 06, Historic Mansion Decorative Clock Mixed Old, Industrial Construction Ducts Set Cloth Modular 01, Industrial Construction Scaffolding Ledger Metal, Industrial Interior Construction Cable Rolled L, Industrial Interior Construction Equipment Lamp S, Metal Hatch, Metal Pendant Light, Metal Pipe Joint, Old Wire Spool, Old Wooden Window, Painted Wooden Door, Power Cable, Rusty Metal Cabinet, Rusty Metal Can, Rusty Metal Shelf, Sandbag Pile, Small Wire Reel, Urban Office Equipment Armchair Leather Old 01, Urban Office Equipment Case Plastic Worn, Urban Office Equipment Chair Mixed Old 03, Urban Office Equipment Safe Metal Small, Urban Shanty Town Blanket Fabric Worn, Wooden Cable Reel, Wooden Chair, Wooden Crate, Wooden Window Frame. used

Poly Haven (CC0 — no attribution required; thank you, Poly Haven)

Models found in the shipped levels: ArmChair_01, BarberShopChair_01, binder_notebook, book_encyclopedia_set_01, caged_hanging_light, cardboard_box_01, cassette_player, Chandelier_03, clipboard, desk_lamp_arm_01, drawer_cabinet, fancy_picture_frame_01, filmstrip_projector_8mm, fishermans_hat, industrial_storage_cart, industrial_wall_lamp, medical_box, Megaphone_01, metal_office_desk, metal_stool_02, modern_arm_chair_01, office_notepads, old_military_crate, ornate_mirror_01, painted_wooden_nightstand, plastic_container, potted_plant_04, power_box_01, propane_tank, round_spectacles, small_plastic_torch, sofa_02, stationery_supplies, steel_frame_shelves_01, Television_01, tool_cart, vintage_radio_transceiver, vintage_video_camera, wall_clock, wheelchair_01, wooden_crate_01. Also listed for the hospital in its attribution file: side_table_01, medical_tape, plastic_monobloc_chair_01, vintage_crutches_01, mounted_fluorescent_lights, and textures granite_tile, plastered_wall, polystyrene, cotton_jersey, floor_tiles_02.

Other sources

AssetSourceLicenceWhere
Animations: Laying, Waking, Standing Up, Getting Up, Gathering ObjectsMixamo (Adobe), downloaded by İzzetMixamo terms (not recorded in project docs)Opening wake-up, floor pick-upsdoc check
Clapperboard modelGenerated with Meshy by İzzetDepends on Meshy plan (not recorded)Mira's clapper, hospital bedsideused check
Stethoscope model (SM_Stethoscope2)Supplied by İzzet, from 3d66.comUnclearDr. Adlerdoc check
Heart-beep recording (SW_Fade_HeartBip)İzzet's heartbip.WAVOrigin not recordedFade-front beepdoc check
Fonts: Bebas Neue (Dharma Type), IBM Plex Mono (IBM)Open-source fontsSIL Open Font License 1.1 (licence files in UI_Source/Fonts)All UI (and this page's headings)doc

Made by us / by agents from scratch

All Blueprints, materials, Niagara systems, UI, levels and lighting; 17 hospital props, the stethoscope placeholder and name badge (Blender scripts); curved film ribbons and set façades (Geometry Script); procedural textures, LUT and heartbeat (Python). Lighting references and an inventory-wheel reference image supplied by İzzet were used as reference only and are not in the game or on this page.

Pictures of the third-party assets

We only show assets we have a clean preview of; everything else is visible in the level shots above.

Poly Haven props render sheet
Poly Haven props — TV, wall clock, torch, spectacles, hat, container, propane tank, wall lamp, mirror, books (Blender preview).
Poly Haven furniture: armchair, sofa, chandelier, shelves, barber chair, wheelchair
Poly Haven furniture — modern_arm_chair_01, sofa_02, Chandelier_03, steel_frame_shelves_01, BarberShopChair_01, wheelchair_01.
Bank vault door model
Bank Vault by Arne Jans (CC BY) — split in Blender.
First-person hands holding the Meshy clapper
Meshy clapper in Mira's hand.
Wooden door opening
Wooden Door by kellett66 (CC BY), processed.
Doctor MetaHuman in teal scrubs
Dr. Adler — MetaHuman + Epic T-shirt/cargo pants.
Mira MetaHuman
Mira — Skotukeda3 preset rebuilt in MetaHuman Creator.
Chelsea boots on the rug
Chelsea Boots (Epic) on a Megascans Bazaar Rug.
Poly Haven street pieces
Poly Haven street set — installed, not in the final levels.
Mixamo getting-up animation poses
Mixamo “Getting Up” — pose strip used to retarget the wake-up.
Agent-modelled hospital props
Original hospital props (agent, Blender script) — bed, IV stand, monitor, curtain rail, window, blinds, lamp, door and more.

08Credits & thanks

A game by İzzet Alşan & Tuğçe Alşan

Made for Epic AI MegaJam 2026 — theme: Director's Cut

Directed agents Claude Fable 5.2 (orchestration) and Claude Opus 5.5 (production) in Claude Code, with Unreal MCP

Voices generated with ElevenLabs (elevenlabs.io) — George, Lily, Adam, Alice

Concept art ChatGPT · Clapper model Meshy · Characters MetaHuman (Epic Games) · Locomotion Game Animation Sample (Epic Games) · Animations Mixamo

CC BY attributions: Bank Vault by Arne Jans · Realistic Smartphone by dimension Dazzle · Fine Gold Bar by Incg5764 · Transparent curtain by Barnus Model's · Wooden Bookcases with Books by mtcollings · Wooden Door by kellett66 — all via Fab.

Thank you plaggy (CC0 clapperboard, clothes), Dekogon, GJA VFX, swolo4, Sousinho Games, ModelVault3D, Treety, skotu keda, Sound Kajiya, Quixel Megascans, and Poly Haven for an incredible CC0 library.

Fonts Bebas Neue (Dharma Type), IBM Plex Mono (IBM) — SIL OFL 1.1.

09Accuracy notes & source gaps

10Türkçe özet

Cutting Room Floor, filmden kesilen oyuncu Mira'nın birinci şahıs bulmaca oyunu. Oyuncu yerdeki işarette “Action!” deyip tel kafes dünyayı gerçeğe çeviriyor, “Cut” ile geri alıyor; arkasından gelen yanık cephe ise sahneyi siliyor. Oyunu iki kişilik ekibimiz (İzzet ve Tuğçe Alşan) yazmadı; yönetti: bir Claude Fable 5.2 oturumu planladı ve denetledi, Claude Opus 5.5 alt oturumları Unreal MCP üzerinden editörde her şeyi üretti. Tek editörü paylaşan ajanlar için sıra/pencere sistemi kurduk; çökme, 25 dakikalık donma, softlock ve 9 denemelik paketleme gibi sorunları ve çözümlerini dürüstçe yazdık. Kullanılan tüm üçüncü taraf içerikler ve yapay zekâ araçları 7. bölümde, doğrulanamayan lisanslar 9. bölümde listeli.