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.
| 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. |
![]() The Ruin slider, 0 → 1 |
![]() The brick colours |
![]() Eight seeds, one click each |
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.
![]() A generated catacomb in the game |
![]() The generated castle's gate |
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 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.
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).
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):
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.
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:
- 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
layoutrules ("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.
- Download
game_level_architect.zipfrom the Releases page (don't unzip it). - In Blender: Edit > Preferences > Add-ons > Install from Disk… and pick the zip. Enable Game Level Architect.
- 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.
- Setup tab → pick a Preset or set a map size.
- Walls tab → Wall Style Masonry.
- Press Generate All Steps (or run Step 1–5 one by one: Blueprint, Walls, Stairs, Doors, Props).
- Structures tab (choose Tower or Castle) → move the 3D cursor → Generate.
- Export tab → Export Level (glTF/GLB) or Export Game Package.
The full walkthrough is the User Guide.
| 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) |
Short screen recordings (they predate the masonry, tower and castle features, but the core workflow is unchanged):
- Showcase — docs/showcase.mp4, ~19 s
- Getting Started — docs/tutorial_getting_started.mp4, 2:23 — all five steps in order
- Room Shapes & Corridor Stairs — docs/tutorial_room_shapes.mp4, 2:07
- Materials & Per-Floor Overrides — docs/tutorial_materials.mp4, 2:02
- Props & Lighting — docs/tutorial_props_lighting.mp4, 2:03
| 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 |
- 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).
GPL-3.0-or-later — see LICENSE.























