Gaitkit Open the lab
Blocky Builder, A voxel-style construction worker about 1.75 m tall, built from boxes, who walks with a tool in the right hand: hard hat, hi-vis vest with reflective stripes, work trousers, boots and a tool belt with pouches. Vest, hat colour, tool and skin tone are knobs; the tool sits in grip_R.
Character · Walks on 2 legs

Blocky Builder

A voxel-style construction worker about 1.75 m tall, built from boxes, who walks with a tool in the right hand: hard hat, hi-vis vest with reflective stripes, work trousers, boots and a tool belt with pouches. Vest, hat colour, tool and skin tone are knobs; the tool sits in grip_R.

Size
0.81 × 1.8 × 1.2 m
Triangles
632
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Vest, Hard hat, Tool, Skin, Beard.

Specs

Size
0.81 × 1.8 × 1.2 m
width × height × depth
Triangles
632
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
38 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.953 m/s
at playback speed 1
Moving parts
7
upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
5
3 presets
Night lights
0
none

Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic, planted feet never slide past 1 mm.

Use it

Code for the specimen as it is set up above; it follows your knobs.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/blocky-builder.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

const blockyBuilder = createAsset();
scene.add(blockyBuilder);                      // rests on y = 0, front faces +Z
const gait = walker(blockyBuilder, { ground: (x, z) => terrainHeight(x, z) });   // or omit ground for a flat floor

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  blockyBuilder.position.z = dist;
  gait.poseAt(dist);                  // feet stay planted, at any frame rate
  renderer.render(scene, camera);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
vestchoiceorange yellow limeorangeHi-vis vest colour: orange, yellow or lime, always with silver reflective stripes.
hatchoiceyellow white orange blueyellowHard hat colour: yellow (worker), white (site manager), orange or blue.
toolchoicehammer wrench nonehammerWhat the right hand carries: a claw hammer, a big spanner, or nothing.
skinchoicelight tan brown deeptanSkin tone: light, tan, brown or deep.
beardtoggleon / offfalseA short blocky beard and moustache.

Presets: site manager {"hat":"white","vest":"yellow","tool":"none","skin":"brown"} · mechanic {"hat":"blue","vest":"lime","tool":"wrench","skin":"light","beard":true} · night shift {"hat":"orange","vest":"yellow","skin":"deep"}

Files

FileWhat
blocky-builder.glbGLB, default look · 109 KB
blocky-builder.mjsES module, every knob live
blocky-builder.objOBJ, static, no colour
blocky-builder-params.jsonknob schema, presets, night zones

Licence

Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.