3D Medieval Kit Vol 1 : Official topic!

3D Medieval Kit Vol 1 - Modular Dungeon Kit (Work in progress)

Design Philosophy

When I started building this kit, I had a very specific feeling in mind. I wanted something semi-realistic — not stylized, not hyper-detailed

  • but grounded enough to carry a genuine sense of atmosphere.

The real inspiration goes back to classics like Eye of the Beholder , Dungeon Master, AmberMoon on the Amiga: those tight corridors, low ceilings, and the particular kind of dread that comes from not knowing what’s waiting around the next corner. I spent countless hours in those dungeons, and that mood never really left me. :slight_smile:

This pack is my attempt to recreate that feeling in a modern real-time engine

  • spaces that feel oppressive, ancient, and alive in the right way. Narrow passages,lower
    vertical scale, the sense that the walls are just a little too close.

If it makes your players feel slightly uneasy, it’s working exactly as intended.

Modular System & Texturing

The modular system and texturing approach used in this package follow the same philosophy as my 3D Sci-Fi Kit Vol.4. Assets are built on a consistent texel density and snapping grid, making it straightforward to combine pieces and build your scenes efficiently.

Materials are set up so you can adjust colors directly to customize the look of the pack to fit your project’s needs, whether you’re going for a dark dungeon, a underground ruin, or a more stylized tone. The entire pack runs on a minimal texture set.


Update Policy

I apply the same long-term update policy as with my Sci-Fi Kit series. This package will grow progressively over time, with new content added across multiple updates. The price will increase gradually as the package expands

  • So buying early means locking in the best price while benefiting from all future additions.

Roadmap

Here’s how I plan to develop this kit over time:

Phase 1 — Dungeon Core (current)

The initial focus is on dungeon environments, designed for both FPS and third-person perspectives. This first release covers a broad range of object categories

  • walls, floors, ceilings, props, lighting fixtures
  • and more giving you a solid foundation to build complete dungeon scenes right away.

Content will continue to be refined and expanded.


Phase 2 — Outdoor & Exterior Elements

Based on user feedback and my own creative direction, the next major step will move beyond the dungeon toward outdoor medieval environments

  • terrains, vegetation bases, and other exterior elements to extend your scenes into the open world.

Phase 3 — Fortifications & Castle Building

A dedicated update focused on defensive architecture

  • walls, towers, gates, battlements, and everything you need to construct castles and fortified structures.

Phase 4 — Medieval House Kit

The final planned phase introduces a modular house construction kit, letting you build detailed medieval villages and settlements with flexible, mix-and-match architecture. And other to come..

Latest WIP Video:

Older WIP videos:

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Second WIP video:
A lot of work went into the props, and new floors and walls were added…

Considering the kit currently only includes two atlases (one for stone
and one for wood), I’m not doing too badly in terms of repetition :))

But it requires a lot of cheat/tricks…

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Starting the work for the exterior map part :

I’ve made good progress on the outdoor part of the map! And I’m happy because the grid system works well; you can create tunnels underground (Screen 1). Creating tunnels under the ground required some thought :))

Because the tunnel ceilings (which are 1 unit high) were overlapping with the ground above :)) But a 1-unit offset in the Y direction solved the problem.

But it’s really when you use your own modular kit that you see the flaws! You have to play around with it :slight_smile:

I’ve also been working on the parts where you break down walls; I’ve done a few, but I’ll add more over time (this stuff takes a very long time to do).

Well, I made good progress on the exterior part and the inclusion of an underground prison…

But my problem was that, as I started to have a certain number of light points in the level, activating their soft shadows eats up a maximum of FPS :)!

So I worked on a little script that flickers the lights, to have dynamic lighting.

And which at the same time allows you to activate shadows gently, from a certain distance with the camera!
It works pretty well! And allows me to use deferred rendering without too much FPS loss…

Latest WIP:

I made good progress on the exterior part, I put up the surrounding walls to hide the misery
around the zone :slight_smile: And I included new props and improved rendering and a million little things…