Build a Backrooms Room Approval Gate
Build an Unreal Engine review gate for modular Backrooms room submissions.
Introduction
30 Second Summary
Delegating room production can speed up a world build. A design still needs a human eye before it becomes part of the final experience.
In this project, you will build a human approval gate for agent-produced Backrooms rooms inside ArtWorkbench. Your gate uses an Unreal Engine version 5.8 Level Instance to keep each submission reviewable before you make the final creative decision.
What You'll Build
You will walk through an agent-produced Backrooms room in the Unreal Editor before giving it a clear creative verdict.
By the end of this project, you'll have:
- A dedicated room review sandbox where you can enter a candidate room to judge its scale from human-height viewpoints.
- A reusable Level Instance that lets you isolate the room submission to revise its doorway, landmark, or sightline in context.
- A durable review protocol that records an Approved, Revise, or Reject decision with a testable next action for the agent.
- Secret Mission: Review a second room submission without editing it first, then give the agent a precise decision.
Are there any prerequisites?
You need the existing ArtWorkbench project to open in Unreal Engine version 5.8 with its validated Backrooms asset library available. You also need Visual Studio Code, but you do not need a working C++ toolchain.
Before We Start
First, you will define the boundary between an agent's room submission and your final creative authority. This commitment keeps every Backrooms room under human approval before it can move forward.
Set Up the Room Review Workspace
A human approval gate needs a safe place where you can judge a room without waiting for the blocked C++ game module. This separate sandbox keeps creative review moving inside the content-only ArtWorkbench project.
ArtWorkbench already opens in Unreal Engine 5.8. Its validated Backrooms asset library remains available for future room submissions.
This step adds the review workspace. You will finish with a saved Basic level inside organized room-review folders.
In this step, get ready to:
- Open ArtWorkbench and confirm that its core editor panels are available.
- Create separate folders for review maps and reusable room modules.
- Create and save a Basic level as the dedicated room-review sandbox.
Open ArtWorkbench and confirm the editor panels
ArtWorkbench keeps this review workflow separate from the blocked game build. Four editor areas give you the controls needed to place assets and inspect future room submissions.
- Open the existing ArtWorkbench project with Unreal Engine 5.8 using its project shortcut or project file.
- Confirm that the Level Viewport is visible in the main editor workspace.
- Confirm that the Outliner is visible in the editor.
- Confirm that the Details Panel is visible in the editor.
- Confirm that the Content Drawer is available along the bottom of the editor.
- Click Content Drawer to display the existing project assets.
You should see the existing validated Backrooms asset library in the Content Drawer. That confirms the review sandbox can use the approved assets without entering the blocked game project.
Missing an editor panel?
- Use the Window menu to reopen a missing Outliner or Details Panel.
- Look along the bottom of the editor for the Content Drawer control.
Help me restore the missing Unreal Editor panels in ArtWorkbench.
Create the room-review folders
The review workspace needs a clear boundary from the rest of ArtWorkbench. The Maps folder holds review levels.
The RoomModules folder reserves a home for reusable room-submission Level Instances. This structure keeps each submitted room separate from the sandbox used to inspect it.
- Select the project content root in the Content Drawer.
- Right-click an empty area inside the content root.
- Select New Folder.
- Enter RoomReview as the folder name and press Enter.
You should now see RoomReview under the project content root. Its project path is /Game/RoomReview.
- Double-click the RoomReview folder.
- Right-click an empty area inside RoomReview.
- Select New Folder.
- Enter Maps as the folder name and press Enter.
The Content Drawer should now show /Game/RoomReview/Maps.
- Right-click another empty area inside RoomReview.
- Select New Folder.
- Enter RoomModules as the folder name and press Enter.
You should see Maps and RoomModules together under RoomReview. The two submission boundaries now have dedicated homes.
Folders in the wrong place?
- Select /Game before creating the RoomReview folder.
- Select /Game/RoomReview before creating Maps or RoomModules.
Help me correct the RoomReview folder structure in ArtWorkbench.
Create and save the review sandbox
A Basic level includes a floor plane plus the environment needed to inspect a future room. It gives the sandbox a usable starting scene without adding new project assets.
- Click File in the editor menu bar.
- Select New Level.
- Select Basic in the New Level window.
- Click Create.
You should see the Basic level open in the Level Viewport. Its floor and environment give you a visible review space.
Why Start with a Basic Level?
The Basic template supplies a floor plane plus lighting and atmosphere. This keeps the project focused on judging room design instead of rebuilding a review environment.
- Click File in the editor menu bar.
- Select Save Current Level as....
- Choose /Game/RoomReview/Maps in the Save Level As window.
- Enter L_RoomReviewSandbox as the level name.
- Click Save.
Before you reopen the sandbox, consider this question: will the map and both folders appear under the same RoomReview parent.
- Return to the Content Drawer.
- Expand the RoomReview folder.
- Expand the Maps folder.
- Double-click L_RoomReviewSandbox to open the saved level.
- Confirm that RoomModules remains beside Maps under RoomReview.
- Confirm that the existing validated Backrooms asset library remains available outside the new review folders.
You should see L_RoomReviewSandbox open as a saved Basic level. The Content Drawer should show /Game/RoomReview/Maps and /Game/RoomReview/RoomModules.
That workspace is ready: the sandbox is saved and the submission folders are organized. Your approved asset library remains untouched for the room-building stage.
Sandbox missing or saved elsewhere?
- Click File in the editor menu bar.
- Select Save Current Level as....
- Choose /Game/RoomReview/Maps as the destination.
- Enter L_RoomReviewSandbox as the level name.
Help me save the ArtWorkbench review sandbox in the correct Unreal Engine folder.
Your dedicated review sandbox is ready. Next up, you will assemble a compact Backrooms room that can be inspected from a player's viewpoint.
Build a Reviewable Candidate Room
Your saved review sandbox gives you a place to judge room ideas inside Unreal Engine 5.8 without touching the blocked game project.
A human approval gate needs a room you can inspect from a player's viewpoint. You'll assemble one compact candidate from ArtWorkbench's validated assets.
In this step, get ready to:
- Assemble a compact candidate room from validated Backrooms Actors.
- Shape a human-scale route from one entrance to one exit.
- Judge one visual landmark from multiple human-scale viewpoints.
Shape the room shell
A compact shell gives your review clear spatial boundaries. Each validated asset becomes a loose Actor inside the sandbox.
The goal is a graybox-simple composition built entirely from existing validated assets.
- Return to the validated Backrooms asset library in the Content Drawer.
- Drag enough validated floor assets into the Level Viewport to define one compact footprint.
You'll see each placed floor Actor listed in the Outliner. The compact footprint sets the review area.
- Arrange validated wall assets around the footprint with two openings on different sides.
You should see a clear boundary around the floor. Two openings remain on different sides.
- Drag enough validated ceiling assets over the footprint to cover the room shell.
You should now see the room enclosed by a floor boundary below it and a ceiling boundary above it.
- Drag one validated column asset into the room interior.
- Drag one validated fixture asset into the room interior.
The column breaks up the empty interior. The fixture gives you a starting point for the room's landmark.
Can't see a placed Actor?
- Check the Outliner for the asset's Actor entry.
- Drag the asset tile into the center of the Level Viewport again if no entry appears.
help me troubleshoot an asset that does not appear after I drag it into the Unreal Editor Level Viewport.
Set the route and landmark
Human scale becomes clearer when you move through the room at doorway height. The transform tools let you tune the composition without changing the asset set.
- Select a wall Actor beside the entrance.
- Press W to activate the Move tool.
- Move the selected wall until the opening reads as one clear entry.
- Hold the right mouse button while pressing W to move through the entrance in the Perspective viewport.
You should pass through the entrance without brushing against either wall.
- Select the column Actor.
- Press W to activate the Move tool.
- Move the column away from the direct path between the two openings.
- Travel from the entrance to the exit while holding the right mouse button with W.
The column should shape the route without becoming an obvious blocker.
- Select the fixture Actor.
- Press E to activate the Rotate tool.
- Rotate the fixture toward the route.
- Press R to activate the Scale tool.
- Scale the fixture until it reads clearly from the entrance.
- Move the camera to the center of the room using the right mouse button with W.
The fixture should stand out from the entrance. It should remain clear from the room center.
Why one landmark?
One landmark gives the room a visual anchor. From either viewpoint it helps you judge whether the composition guides attention.
Inspect the candidate from human scale
Doorway height reveals whether the entrance feels legible. The room center reveals whether the landmark still guides the route.
- Move the camera just outside the entrance at doorway height in the Perspective viewport.
- Hold the right mouse button while using W, A, S, or D to enter the room.
- Stop at the room center.
- Face the exit from the room center.
The entrance should lead you toward a readable route. The fixture should remain a deliberate visual landmark from the center.
- Decide which room element should remain unchanged.
- Identify the highest-priority design issue that needs revision before approval.
Before you select one wall Actor do you expect the candidate to behave as one room submission? Make your prediction now.
- Select one wall Actor in the Level Viewport.
- Check the Outliner for the highlighted entry.
You'll see only that loose Actor selected. The other room Actors remain separate entries.
The sandbox also has no shared place for the candidate's approval history. That shortfall is intentional.
- Click the save icon in the main toolbar to save L_RoomReviewSandbox.
Before your final walkthrough do you expect both core design choices to read without an overhead view? Make your prediction now.
- Return the camera to doorway height outside the entrance.
- Hold the right mouse button while using W, A, S, or D to travel through the room.
- Pause at the room center to check the landmark.
- Continue to the exit.
You can enter the room from doorway height. The route to the exit reads at a glance.
From the center the fixture remains a deliberate landmark. The room now gives you concrete evidence for your review decision.
That's your first reviewable candidate complete. Its strongest element and revision target come directly from your in-engine inspection.
Your candidate is ready for a reusable submission boundary. Next up you'll create that boundary with a Level Instance.
Create a Reusable Level Instance
Your candidate room is readable from human-scale viewpoints. Its floor, wall, ceiling, column, and fixture Actors are still loose inside L_RoomReviewSandbox.
A regular Level Instance gives the room one reusable boundary for agent handoffs. You will create that boundary in Unreal Engine 5.8 before testing how its contained Actors respond to selection.
In this step, get ready to:
- Define which room Actors belong inside the reusable submission.
- Create LI_Room_Submission_001 with Center Min Z as its pivot type.
- Test the new submission boundary from the review sandbox.
Select the room Actors
Your selection defines the reusable room boundary. Global environment or lighting Actors would make the submission depend on the sandbox.
- Use the Outliner to select only the validated floor, wall, ceiling, column, and fixture Actors that form the candidate room.
- Leave every global environment Actor unselected.
- Leave every lighting Actor unselected.
- Confirm the selected room geometry is highlighted in the Level Viewport.
You should see the compact room highlighted as one selection. The sandbox environment and lighting should remain unselected.
Unsure where the room boundary ends?
- Use the entrance, exit, navigable route, and visual landmark to identify the candidate room.
- Exclude the global environment Actors supplied by the Basic sandbox.
- Exclude lighting that supports the entire review map.
Ask for help if you need to separate the candidate room Actors from the sandbox Actors.
Create the Level Instance
The creation workflow replaces the selected room Actors with one Level Instance Actor. The project uses Center Min Z to give the submission a consistent pivot at its lower center.
- Right-click one selected room Actor in the Level Viewport.
- Select Level to open its submenu.
- Select Create Level Instance.
- Set Pivot Type to Center Min Z.
- Select Ok.
- Choose the /Game/RoomReview/RoomModules folder in the save prompt.
- Enter LI_Room_Submission_001 as the asset name.
- Select Save.
Unreal Editor replaces the loose room Actors with one Level Instance Actor. You will also see LI_Room_Submission_001 inside the Content Drawer.
That submission now has a reusable boundary that an agent can hand to you for review.
Why use a regular Level Instance?
A regular Level Instance keeps the room Actors together as a sublevel. Its contained Actors remain available for controlled editing later.
A Packed Level Blueprint combines Static Mesh assets into a rendering-optimized arrangement. This approval gate needs editable room Actors, so a regular Level Instance fits the review workflow.
- Click the Save button in the Main Toolbar to save the open L_RoomReviewSandbox map.
- Confirm LI_Room_Submission_001 remains visible inside /Game/RoomReview/RoomModules.
Level Instance asset missing?
- Check the Content Drawer for /Game/RoomReview/RoomModules/LI_Room_Submission_001.
- Repeat the creation workflow if the original room Actors still appear as separate top-level entries in the Outliner.
- Keep the sandbox environment and lighting outside the new selection during the repeated workflow.
Ask for help to diagnose why the Level Instance was not created from the selected room Actors.
Test the submission boundary
The Outliner now shows the hierarchy created by the conversion. This check reveals which part of that hierarchy the sandbox allows you to select.
- Expand the LI_Room_Submission_001 Level Instance Actor in the Outliner.
- Confirm the room floor, wall, ceiling, column, and fixture Actors appear as its children.
- Confirm the global environment Actors remain outside the Level Instance hierarchy.
- Confirm the lighting Actors remain outside the Level Instance hierarchy.
Before you test the new boundary, which part do you expect the sandbox to select when you click a contained wall?
- Select the LI_Room_Submission_001 Level Instance Actor in the Outliner.
- Attempt to select one contained wall Actor from the Level Viewport.
- Attempt to select one contained floor Actor from the Level Viewport.
The Level Instance Actor remains the selection boundary. Its child floor and wall Actors stay visible in the Outliner but cannot be directly selected from L_RoomReviewSandbox.
That is the boundary working. You have isolated the room as one editable submission without exposing its child Actors to outer-level selection.
Can you still select a child Actor?
- Return to L_RoomReviewSandbox if the Level Instance asset is open separately.
- Confirm the room Actor appears beneath LI_Room_Submission_001 in the Outliner.
- Repeat the selection test by clicking visible wall geometry in the Level Viewport.
Ask for help to work out why a contained Actor is directly selectable from the sandbox.
Your candidate room is now a reusable submission with a clear selection boundary. Next, you will enter its controlled editing context to apply the design revision you noted earlier.
Edit the Room Through the Approval Gate
Your reusable Level Instance now gives the candidate room a clear submission boundary. The previous step proved that its child Actors cannot be selected from the outer sandbox.
In this step, you'll use in-context editing to resolve that limitation. You'll correct one design issue before committing the change to the room module.
In this step, get ready to:
- Enter edit mode for the candidate room's Level Instance.
- Correct one doorway, landmark, or sightline issue from your earlier review.
- Commit the correction to the reusable room module.
Enter Level Instance edit mode
Edit mode opens the room submission for controlled changes. It also separates those changes from the surrounding sandbox.
- Select LI_Room_Submission_001 in the Level Viewport.
- Right-click the selected Level Instance Actor.
- Choose Level in the context menu.
- Choose Edit.
You'll see the rest of the sandbox become grayed out. The contained room Actors are now editable.
- Select one contained wall Actor in the Level Viewport.
- Confirm that the wall Actor becomes the active selection.
That direct-selection obstacle is cleared. You can now revise the room without unpacking its reusable boundary.
Room Actors Still Locked?
- Select the parent LI_Room_Submission_001 Actor again in the Outliner.
- Click Edit in the Details Panel if the context menu did not enter edit mode.
Help me enter Level Instance edit mode in Unreal Engine.
Correct one design issue
An approval correction should improve the room's player experience before polish begins. Your Step 2 review note gives this edit one clear target.
What Makes a Correction Intentional?
The correction should address the issue from your earlier review. It should produce an observable improvement in route readability or player guidance.
Keep the edit focused on existing room geometry. Materials or new assets would distract from the approval gate you are testing.
- Choose the doorway, landmark, or sightline issue from your Step 2 note.
- Select the existing room Actor that controls the chosen issue.
- Press W, E, or R to activate the suitable Move, Rotate, or Scale tool.
- Adjust the selected Actor until the intended route or visual cue reads clearly.
You'll see the room geometry update inside the editable Level Instance. The grayed-out sandbox remains unchanged.
- Inspect the correction from doorway height by holding the right mouse button while using W, A, S, or D.
- Inspect the correction from the room's center with the same Perspective viewport controls.
You should see the chosen doorway, landmark, or sightline issue improved from both viewpoints. The room should still present one readable entrance plus one readable exit.
Unable to Adjust the Room Actor?
- Confirm that the surrounding sandbox is still grayed out.
- Select the contained Actor from the Outliner if selecting it in the viewport is difficult.
Help me select and transform a contained Actor while editing a Level Instance.
Commit the intentional correction
Commit Changes writes the active edit back to the reusable room module. The sandbox then returns to its normal review context.
- Select the LI_Room_Submission_001 Level Instance Actor in the Outliner.
Before you commit, do you expect the corrected room to stay changed after the sandbox returns to normal?
- Click Commit Changes in the Details Panel.
You'll see the outer sandbox return to its normal appearance. Your doorway, landmark, or sightline correction remains visible inside LI_Room_Submission_001.
That's the obstacle resolved. The reusable submission now carries your intentional correction without absorbing the sandbox's global environment or lighting Actors.
Correction Missing After the Commit?
- Select the parent LI_Room_Submission_001 Actor in the Outliner if Commit Changes is unavailable.
- Re-enter edit mode to confirm that the correction affected a contained room Actor.
Help me recover a Level Instance correction that is missing after Commit Changes.
Your Level Instance now carries a visible correction made through the approval gate. Next up, you'll record a final decision with a precise agent handoff.
Record the Human Decision and Agent Handoff
Your committed correction is now visible in the room's Level Instance inside Unreal Engine 5.8. However, that judgment can disappear when the editor session ends.
This step turns your in-engine opinion into a durable Markdown gate in Visual Studio Code. The record gives the next agent one final decision plus one testable action.
In this step, get ready to:
- Create a reusable room-review protocol in the ArtWorkbench project root.
- Complete the review record for LI_Room_Submission_001.
- Reopen the saved protocol to prove the handoff persists.
Create the review protocol
A consistent template prevents missing checks during future room reviews. It also keeps every agent handoff readable without extra editor tooling.
- Press Cmd+Space on macOS or the Windows key on Windows to open your search bar.
- Type Visual Studio Code and press Enter to open it.
- Select File from the top menu.
- Select Open Folder....
- Choose the existing ArtWorkbench project root.
- Select Select Folder.
- Confirm the folder name if the Workspace Trust dialog appears.
- Select Yes, I trust the authors for your existing local ArtWorkbench project.
The Explorer view should show the ArtWorkbench project root and its existing files.
- Select the Explorer view in the Activity Bar.
- Select the ArtWorkbench project root in the Explorer view.
- Select New File....
- Enter ROOM_REVIEW_PROTOCOL.md and press Enter.
- Add the reusable review structure by pasting this into ROOM_REVIEW_PROTOCOL.md:
# Room Review Protocol
Gate rule: Only rooms marked Approved may be proposed for the production generation or streaming system.
## Submission
- Room ID:
- Source Level:
- Agent Intent:
- Reviewer:
- Status: Pending | Approved | Revise | Reject
## Review Checks
- Scale and traversal:
- Entrance and exit readability:
- Sightlines and player guidance:
- Liminal atmosphere:
- Repetition with variation:
- Collision or obvious blockers:
- Performance concern:
## Decision
- Keep:
- Change:
- Do not change:
- Next agent action:
What does this protocol capture?
- The gate rule prevents rooms without an Approved status from moving toward production.
- The Submission section identifies the room plus the people behind its review.
- The Review Checks section turns your in-engine inspection into written evidence.
- The Decision section preserves your judgment plus the next agent handoff.
- Save ROOM_REVIEW_PROTOCOL.md with Cmd+S on macOS or Ctrl+S on Windows.
- Confirm that ROOM_REVIEW_PROTOCOL.md appears directly beneath the ArtWorkbench project root in the Explorer view.
That is the gate's foundation in place: every required field is ready for your decision.
File missing from the Explorer view?
- Confirm that the ArtWorkbench project root is the top folder shown in the Explorer view.
- Check that the filename is exactly ROOM_REVIEW_PROTOCOL.md.
- Save the file again after correcting its location or name.
Help me place the room review protocol in the correct ArtWorkbench project folder.
✔️ Awesome, I've got everything!
The reusable protocol structure is saved in the ArtWorkbench project root.
ⓧ I'd like to double check the full code
The reusable structure should match this reference exactly.
# Room Review Protocol
Gate rule: Only rooms marked Approved may be proposed for the production generation or streaming system.
## Submission
- Room ID:
- Source Level:
- Agent Intent:
- Reviewer:
- Status: Pending | Approved | Revise | Reject
## Review Checks
- Scale and traversal:
- Entrance and exit readability:
- Sightlines and player guidance:
- Liminal atmosphere:
- Repetition with variation:
- Collision or obvious blockers:
- Performance concern:
## Decision
- Keep:
- Change:
- Do not change:
- Next agent action:
What should match?
This reference contains the gate rule plus every field required for a complete room decision.
Complete the room review
Your protocol becomes an approval gate when every finding is tied to the room you inspected. The completed entry should let another person understand the decision without opening the room first.
Identify the submission
- The Room ID is LI_Room_Submission_001.
- The Source Level is /Game/RoomReview/Maps/L_RoomReviewSandbox.
- The Agent Intent captures the intended player experience for this compact room.
- The Reviewer identifies the person making the final creative decision.
- Complete the Submission section using the room details above.
You should now see LI_Room_Submission_001 tied to its source level plus its creative intent.
Turn inspection into evidence
- The Scale and traversal finding records whether the route works at human scale.
- The Entrance and exit readability finding records whether players can identify the route.
- The Sightlines and player guidance finding records how the room directs attention.
- The Liminal atmosphere finding records the mood created by the room.
- The Repetition with variation finding records how repeated forms avoid becoming visually flat.
- The Collision or obvious blockers finding records any visible traversal obstacles.
- The Performance concern finding records any obvious issue from the compact room review.
- Complete every line in Review Checks using evidence from your doorway-height plus center-room inspection.
Every review check should now contain a specific observation about the submitted room.
Make the decision actionable
The Keep field preserves successful design choices. The Change field captures the remaining revision.
The Do not change field protects deliberate choices from accidental redesign. The Status field must contain exactly one of Approved, Revise, or Reject.
A testable Next agent action names the desired player experience. It also names the observable room change that proves completion.
A phrase such as make it scarier leaves the result undefined. A precise handoff removes that guesswork.
- Complete the Decision section with your protected choices plus your remaining change plus one final status plus one testable next-agent action.
Your Status line should now contain one final choice. The unused choices should be gone.
Prove the handoff persists
A saved file is the durable handoff. Reopening it confirms that the decision exists outside the current editor buffer.
Before you close the tab, do you expect every completed field to remain when you reopen the file?
- Save ROOM_REVIEW_PROTOCOL.md with Cmd+S on macOS or Ctrl+S on Windows.
- Close the active editor with Cmd+W on macOS or Ctrl+F4 on Windows.
- Select ROOM_REVIEW_PROTOCOL.md in the Explorer view to reopen it.
You'll see the completed LI_Room_Submission_001 entry again. Its Submission section identifies the source level plus the agent intent plus the reviewer.
Its Review Checks section contains a finding for every line. Its Decision section contains one final status.
The Next agent action names the desired player experience. It also names the observable room change.
Reopened an empty or incomplete file?
- Restore any missing findings in ROOM_REVIEW_PROTOCOL.md.
- Save the restored file with Cmd+S on macOS or Ctrl+S on Windows.
- Confirm that the file sits directly beneath the ArtWorkbench project root in the Explorer view.
Help me verify why my saved room review protocol reopened without all of its completed fields.
You have closed the review loop: the room now has a durable human decision plus a handoff the next agent can test.
Secret mission
Review a Second Submission Without Editing First
A second submission tests whether your approval gate is repeatable. You will inspect the untouched room from its entrance, center, and exit. Your written decision will tell the next agent exactly what to do.
Clean Up Your Resources
Clean Up Your Resources
All project resources live locally inside ArtWorkbench with no service charge. Choose to keep them, pause your session, or delete the review workflow.
Resources you used:
- The /Game/RoomReview folder containing the review map and both room-module folders.
- The saved review sandbox at /Game/RoomReview/Maps/L_RoomReviewSandbox.
- The first regular Level Instance at /Game/RoomReview/RoomModules/LI_Room_Submission_001.
- The second regular Level Instance at /Game/RoomReview/RoomModules/LI_Room_Submission_002.
- The ROOM_REVIEW_PROTOCOL.md approval record in the ArtWorkbench project root.
Keep everything running
No action is needed. Choose this if the sandbox remains your permanent human approval gate for agent-produced rooms.
- Keep /Game/RoomReview so both room submissions remain available for in-engine review.
- Keep ROOM_REVIEW_PROTOCOL.md so each room retains its decision history and next-agent action.
- Continue using /Game/RoomReview/Maps/L_RoomReviewSandbox whenever another room submission reaches the approval gate.
Pause - I'll come back to this later
Shut down your editing session while preserving every review asset. Both protocol decisions remain intact for the next agent session.
- Save all changed assets in ArtWorkbench.
- Save ROOM_REVIEW_PROTOCOL.md in Visual Studio Code.
- Close ArtWorkbench.
- Close Visual Studio Code.
Your sandbox, both Level Instances, and both approval decisions stay ready for the next review session.
Delete - I don't want to use this again
Remove the room-review workflow only if you want to start fresh.
Deleting a review gate can feel drastic. Your validated Backrooms asset library remains untouched because these actions target only /Game/RoomReview and ROOM_REVIEW_PROTOCOL.md.
- Review both entries in ROOM_REVIEW_PROTOCOL.md to identify any room marked Approved.
- Confirm that no production generation or streaming work depends on an approved room.
- Click File in the Unreal Editor menu bar.
- Select New Level.
- Select the Basic level template.
- Select Create.
You are now in a temporary level. This releases L_RoomReviewSandbox so its folder can be removed.
- Right-click /Game/RoomReview in the Content Drawer.
- Select Delete from the folder context menu.
- Confirm the folder deletion in Unreal Editor.
- Confirm that /Game/RoomReview no longer appears in the Content Drawer.
That clears the engine side of the workflow. The sandbox and both room submissions are now removed together.
- Find ROOM_REVIEW_PROTOCOL.md in the Visual Studio Code Explorer sidebar.
- Delete ROOM_REVIEW_PROTOCOL.md from the ArtWorkbench project root.
- Confirm that ROOM_REVIEW_PROTOCOL.md no longer appears in the Explorer sidebar.
- Close ArtWorkbench without saving the temporary Basic level.
Cleanup is complete. Your validated Backrooms asset library remains available for other ArtWorkbench projects.
Nice Work!
Nice Work!
That approval gate is live! You transformed ArtWorkbench into a human-controlled review pipeline for modular Backrooms rooms.
You've learned how to:
- Use a dedicated room review sandbox to inspect a reusable Level Instance submission from human-scale viewpoints.
- Resolve the direct-selection limitation through in-context editing that commits an intentional room correction.
- Record a durable Approved, Revise, or Reject decision in ROOM_REVIEW_PROTOCOL.md with a testable next-agent action.
- Secret Mission: Review LI_Room_Submission_002 from entrance, center, and exit viewpoints before editing any contained Actor. Record its independent decision without changing the first submission's result.
Ready to quiz yourself?