تخطي إلى المحتوى
الوسائط 1 للقائمة LAST BELL — Stylized Abandoned School (Modular Horror Environment)
0 comments

الوصف

A complete, explorable abandoned high school in a clean stylized look.

  • 302 modular pieces

  • a two-storey school with gym, auditorium, cafeteria, library and boiler basement

  • three colour palettes

  • day, overcast and night lighting

What is it?

A big abandoned high school you can open and walk through straight away, and take apart to build your own schools. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.

Who is it for?

Developers of horror, psychological-horror, exploration, co-op ghost-hunting, survival and escape-room games. It is also for level designers who need a finished-looking school fast.

What can I build?

High schools, middle schools, colleges, academies, community centres and government buildings: long locker corridors, classrooms, labs, offices, a gym, an auditorium, a cafeteria and the grounds around them.

What's included

  • 302 assets, organised in:

    • 45 walls: painted concrete block, tiled corridor walls, brick, paint, full-height tile; doorways, double doorways, steel window bands, borrowed-light transoms, serving hatches, transition walls

    • 12 floors (VCT, terrazzo, checker, gym courts, concrete, tile, collapsed floor), 7 ceilings (acoustic grids, plaster, concrete, gym truss)

    • 5 trims, 2 stairs (U-stair with landings, basement stair)

    • 11 door sets with moving leaves: classroom, office, restroom, service, fire double, gym double, entrance, walk-in, swing, roll-up shutter

    • 82 furniture pieces: student desks and chairs, teacher desk, lockers (one wide enough to hide in), lab benches and fume hood, library stacks, cafeteria tables, kitchen line, bleachers, stage and theater seats, workshop machines, nurse cots, office furniture, boiler

    • 39 small props, 12 light fixtures (troffers, fluorescents, emergency lights, exit signs, gym high-bays, wall packs)

    • 23 wall details (chalkboards, corkboards, posters, graffiti, cracks, room signs, fire alarms, boarded door and window)

    • 10 debris sets, 8 restroom fixtures

    • 46 exterior pieces: brick facades with window bands, entrance, corner piers, parapets, flat roof and roof units, clock tower, canopy, steps and ramp, chain-link fence and gate, school bus, bus shelter, playground, bleacher, lamp posts, ground tiles, grass tufts, weeds and puddles, dead trees

  • Demo level:

    • 88 × 36 m footprint, two storeys plus a boiler basement, 57 rooms, corridors and stairwells

    • Ground floor: entrance lobby with trophy cases, front office, principal, nurse, staff lounge, 5 classrooms, detention room, 2 science labs, computer room, restrooms, locker rooms, cafeteria with kitchen and serving line, double-height gym, double-height auditorium with stage, woodshop, janitor closet

    • Upper floor: library (its floor has collapsed into the classroom below), art room, music room with risers, home economics, 8 classrooms, seminar room, counsellor, AV room, records room, team room, teachers' workroom, storage

    • Basement: boiler room with breaker panel, storage

    • Three stairwells; long locker corridors on both floors

    • Exterior: front drive and parking with a school bus, bus shelter, flagpole and sign, courtyard, playground, basketball posts, bleacher, fenced grounds with gate

  • Gameplay-ready: a lit safe room (nurse's office), a sealed barricaded classroom, hiding lockers, a one-way drop through the collapsed library floor, key / fuse / breaker-panel props for lock-and-key loops, loops through corridors and stairwells. A level plan with the zones is included.

  • Lighting: three setups in Blender: Day (low sun), Overcast and Night (emergency lights, moonlight, a flashlight preset).

  • Palettes: three colour palettes: Honey (default), Chalk, Frost. Switch them in Blender, or use the baked texture sets in engines.

Formats

  • Blender 5.2 (.blend):

    • kit + demo level

    • one procedural master material with editable colours, wear and grime

    • light fixtures switch on and off per object

  • FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming).

  • glTF (.glb), per asset: embedded Base Color + ORM textures.

  • PNG textures, per part:

    • Base Color for each palette

    • ORM (AO / Roughness / Metallic)

    • 1024 px for architecture and large pieces, 512 px for props

How optimised is it?

  • 302 assets, 430,910 triangles at LOD0 and 219,630 at LOD1 in total.

  • Per asset: median 768 triangles (LOD0) / 440 (LOD1); range 12 – 22,736 (LOD0), the largest is the school bus.

  • 910 convex collision meshes (UCX_) shipped with the FBX files; doorways, stairs, steps, ramps, bleachers and the stage stay walkable.

  • One master material per asset. A separate emissive material only on lights; a separate glass material only where there is glass.

How modular is it?

  • 1 m grid, 4 m modules.

  • Walls: 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m.

  • Doorways:

    • single 1.2 × 2.3 m

    • double 2.0 × 2.5 m

  • Windows: steel window band 3.4 × 2.1 m; single window 1.6 × 2.0 m; transom 1.2 × 0.6 m.

  • Pivots:

    • walls and floors: corner

    • props: bottom centre

    • ceiling fixtures: top centre

  • Moving parts are separate meshes pivoted on their hinge: door leaves, gate leaves, locker doors, drawers, the safe door.

What makes it different?

  • A finished, explorable school from the basement to the roof, not a box of loose props.

  • Stylized, readable art direction with no photo textures.

  • Built for gameplay: every room reachable, safe room, hiding lockers, lock-and-key props, collisions that keep doorways and stairs walkable.

  • Three palettes and three lighting setups.

Supported versions

  • Blender 5.2+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.

How quickly can I use it?

  • Blender: open the file and render. Drag single assets from the Asset Browser.

  • Engines: import the FBX folder, then assign the Base Color and ORM textures.

التنسيقات المضمنة