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Procedural game-level generator for Blender — a WFC-style room/corridor/stair solver with automatic Geometry Nodes + Python mesh generation for floors, walls, doors, stairs, and props.

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Game Level Architect

License: GPL v3 Blender 4.2+ Latest release Automated checks

Procedural dungeons, towers and castles for Blender — a Wave-Function-Collapse-style room/corridor/stair solver with brick-textured masonry, real doors and windows, spiral-stair towers, ruins, and engine-ready glTF packages.

A castle with a different brick tint per tower, turning

What you get

Layouts Rooms, corridors, stairs over several floors and sub-levels. Rectangular, Round, Mixed and Cave rooms, bent stairwells, Corridor Stairs, continuous elevation. Fully seeded and reproducible.
Masonry Brick- and stone-textured walls (procedural normal maps, a few thousand vertices instead of thousands of modelled bricks), stone door frames and framed windows, a different brick colour per room.
Structures A round Tower (spiral stairs, railing, lanterns, furniture) and a walled Castle (four towers, wall walk, gate, furnished keep).
Ruins One slider breaks towers, castles and walls down: stepped jagged tops, breaches, collapsed arches, rubble. Doorways stay passable.
Doors, windows, props Arched / pointed / flat doors with swinging panels, windows with glass, torches with real lights, themed furniture.
Plans (experimental) Describe a site as a nested plan — fortress, farm, hamlet, street, district, walled town, hut cluster — in one of seven style packs (or a mix), with regular, round or organic shapes, standing on a Geometry Nodes terrain in one of six biomes; stored in the .blend and as JSON. See Plans and the roadmap.
Engine export glTF/GLB, collision mesh, and game packages: glb + JSON of walkable areas, rooms, stairs, lights and props — per floor if you like.
Tested 1000+ automated checks (ray-cast passability, normals, vertex budgets, round-trips) on Blender 4.2 LTS and 5.2.

Gallery

A generated level: rooms with their own brick colours, windows, doors, torches and furniture
A generated level — every room its own brick tint, windows, doors, torches, themed furniture
Round rooms with masonry rings and furniture
Round rooms with masonry rings and arched openings
The castle with mixed brick colours
The Castle, Mixed brick colours
The castle as a ruin
The same generator with the Ruin slider up
Three towers at increasing ruin
Towers at Ruin 0.3 / 0.6 / 1.0
A tower cut open to show floors, spiral stairs and furniture
A tower cut open: floors, spiral stairs with railing, furniture
The Ruin slider from 0 to 1
The Ruin slider, 0 → 1
The brick colour options
The brick colours
Eight different seeds
Eight seeds, one click each

In a game

The Game Package export feeds a real engine: the sibling project Vampire Adventure (Godot) loads packages as playable locations — walkable by rectangles, torches as real lights, doors that swing open, stairs that fade between floors.

Harker in a generated round room
A generated catacomb in the game
The generated castle's gate in the game
The generated castle's gate

Plans: from one building to a site (experimental)

A plan describes a whole site as nested data — a fortress, a farm, a hamlet, a street, a district, a cluster of huts — and the generator builds it. Plans live in the .blend and as .plan.json, are fully seeded, and can place buildings for you.

A fortress turning: outer ward with corner towers and a gate, the keep inside
Fortress — outer ward, corner towers, gate, keep
A district: a grid of streets with varied houses facing the road
Block — streets with kerbs, houses facing the road in varied colours
An organic district with winding streets and a free-form outline
Organic — winding, noise-based streets inside a free-form outline
A round town in Chinese style: ring road, spokes, curved roofs
Round — ring-and-spoke streets (here in the Chinese style)

Terrain and biomes

A walled round town on a meadow terrain with lakes, trees and a trodden-earth pad under the town

A terrain plan is a ground sheet made by a Geometry Nodes modifier (noise relief, island fall-off, colours by altitude and slope). Everything planned on it stands on a flattened pad at its own height, and paths between plans on different heights slope. Six biomes — meadow, forest, desert, tundra, mountains, island — bring their own palette, relief, lakes or sea, and trees, bushes, rocks and cacti.

The same hamlet, farm and watchtower in the meadow, forest, desert, tundra, mountains and island biomes

Heightmaps and mixed biomes

A terrain shaped by a greyscale heightmap, with desert, mountain and forest regions and a hamlet standing on the ground

A greyscale picture can shape the ground (heightmap, see docs/examples/heightmap.png), pad_mode: "terrain" lifts the plans onto it, and up to three more biomes can take over inside polygons or noise-made patches (regions).

From a floor plan

A village built from an SVG floor plan: houses, a chapel, a walled farm, roads and a tower, with a desert region marked in the drawing

Draw the site in Inkscape (or export a DXF from CAD — or paint a PNG with the colour legend), label the shapes (house, chapel, farm_yard_wood, road_main, desert_dunes ...) and import it — closed outlines become buildings or fenced yards, lines become roads, circles trees and towers, and a shape labelled with a biome becomes a terrain region. Try docs/examples/village_plan.svg with Metres per unit = 0.12. The same village painted as a picture with the colour legend (docs/examples/village_plan.png, 0.15 m per pixel):

A village imported from a coloured PNG: houses, a barn, a wooden yard, a tower, roads with rounded ends and a desert region

Seven style packs and a mix

The same village in Medieval, Egyptian, Mexican, Chinese, Inca, Futuristic and Alpine styles, and a mixed street

Medieval, Egyptian, Mexican adobe, Chinese (curved roofs), Inca, Futuristic and Alpine chalet — each is data (materials plus building proportions), so the same plan can be built in any of them, or in Mixed, where every building picks its own pack.

Huts: straw, branches, timber, cob, earthbag, aircrete

Huts in several forms: dome, dome on stilts, tunnel, A-frame, silo, two-storey box, box on stilts, three levels over a basement

Small modular buildings (3-5 × 4-8 m) in six construction methods and five forms (box, dome, tunnel, silo, A-frame), up to three levels above a basement, on stilts, as dwelling or storage — and they can be attached wall to wall with passages, so they grow into bigger structures:

A cluster of attached huts with passages between them

What a plan can contain

  • Buildings: tower, castle, keep, house (stairs, basement, stilts, chimney, open door leaf), chapel, stable, barn, well, hut, trees, barrels, crates, haystacks — gable, hip, curved or flat roofs, ruin.
  • Compounds: any footprint — rectangle, circle or free-form blob — with a stone or wooden enclosure and gates, and layout rules ("1 chapel on the wall, 1-2 stables, 3 houses, trees on a ring, huts attached to each other") that place buildings without overlap, keep the way from the gate to the castle free and turn doors toward it.
  • Blocks: a road graph (hand-made or generated: grid, organic, ring) with kerbed stone roads and buildings along both sides; a block can also be a road between two anchors, e.g. farm gate to castle gate.
  • In Blender: sidebar Level Architect > Plans (experimental) — choose Style, Shape and Biome, pick a button, press Build. Full guide: docs/USER_GUIDE.md; format: docs/PLAN_FORMAT.md; roadmap towards bigger settlements, rivers and regions: docs/WORLD_GENERATOR_PLAN.md.

Install

  1. Download game_level_architect.zip from the Releases page (don't unzip it).
  2. In Blender: Edit > Preferences > Add-ons > Install from Disk… and pick the zip. Enable Game Level Architect.
  3. Open the 3D Viewport sidebar (N) and find the Level Architect tab.

Requires Blender 4.2 LTS or newer (tested on 4.2.21, 5.2.1 and 5.2.2). The bundled Textures/ folder must stay next to the add-on file.

Quick start

  1. Setup tab → pick a Preset or set a map size.
  2. Walls tab → Wall Style Masonry.
  3. Press Generate All Steps (or run Step 1–5 one by one: Blueprint, Walls, Stairs, Doors, Props).
  4. Structures tab (choose Tower or Castle) → move the 3D cursor → Generate.
  5. Export tab → Export Level (glTF/GLB) or Export Game Package.

The full walkthrough is the User Guide.

The panel at a glance

Tab What it does
Setup Map & seed, rooms, room shape, floors and sub-levels, elevation, scale, style, Step 1
Walls Wall Style (Boxes / Masonry), Room Brick Colors, Wall Ruin, windows, Round-room walls, Step 2
Stairs & Doors Stair style, bends, grouping (Step 3); door style, height, frames, swinging panels (Step 4)
Props Torches and lights, decoration, themes, Step 5
Export glTF/GLB, collision mesh, game packages (whole level or per floor)
Structures Switch between Tower (size, door, windows, interior stairs/railing/lanterns/furniture, Brick Color, Ruin) and Castle (size, towers, gate, keep, hall furniture, Brick Color, Ruin, castle package export)

Tutorials

Short screen recordings (they predate the masonry, tower and castle features, but the core workflow is unchanged):

More documentation

User Guide How to use every tab, with tips
CHANGELOG.md Version history and known issues
DEVELOPMENT.md Architecture, design decisions, how things are tested
CONTRIBUTING.md Reporting bugs and contributing
tools/ Scripts that render the pictures and animations on this page

Known limitations

  • A tower's interior is one floor per storey connected by one spiral stair; the castle's tower floors are not yet part of the game package's walkable ground.
  • Upper floors of a multi-floor game package are separate packages (one location per floor), not one continuous level.
  • On UPBGE, "Hinge Physics" for door panels is experimental and unverified in a live session.
  • Early testing release — expect rough edges. Generation is fully seeded, so bug reports with settings are easy to reproduce (Debug: Last Generation Params > Copy Parameters).

License

GPL-3.0-or-later — see LICENSE.

About

Procedural game-level generator for Blender — a WFC-style room/corridor/stair solver with automatic Geometry Nodes + Python mesh generation for floors, walls, doors, stairs, and props.

Topics

Resources

Contributing

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3 stars

Watchers

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