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Once a general layout was realized, the level is blocked out in Hammer++ using the BSP tool.
Props or meshes that came with Black Mesa were put in the level to get a sense of how a place might look like, and helps maintain the “sense” of the place without it deviating from what it should communicate.
Despite the dev textures, one can still clearly make out that this place is an office of some sort from the props alone.
Walls are colored orange while floors and ceilings are colored grey to visualize the verticality of the level.
Small point lights help determine how the level should be lit in the final pass.