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Level Wall, A snap-together wall for building levels on a 2 m grid: 3 m tall, 0.25 m thick, 2, 4 or 6 m long, in three styles that share one grid with every Modular Level Kit piece: dungeon (coursed stone blocks with a plinth and coping), scifi (bolted panels between ribs with a glowing light strip) or house (plaster over a wainscot, base board, chair rail and top plate). It runs along X centred on a cell edge (z = 0); copies placed one length apart meet flush, and a level-pillar on the shared corner hides the joint. Wear adds cracks, moss, missing blocks, scorch marks, dead lights and fallen plaster.
Building · Still

Level Wall

A snap-together wall for building levels on a 2 m grid: 3 m tall, 0.25 m thick, 2, 4 or 6 m long, in three styles that share one grid with every Modular Level Kit piece: dungeon (coursed stone blocks with a plinth and coping), scifi (bolted panels between ribs with a glowing light strip) or house (plaster over a wainscot, base board, chair rail and top plate). It runs along X centred on a cell edge (z = 0); copies placed one length apart meet flush, and a level-pillar on the shared corner hides the joint. Wear adds cracks, moss, missing blocks, scorch marks, dead lights and fallen plaster.

Size
2.0 × 3.0 × 0.66 m
Triangles
944
Open in the lab

ProPro download.

Also as , a .zip with the .obj and its .mtl.

Ready for any engine. The download carries the knobs you set here.

Tune it

5 knobs: Style, Colourway, Length, Wear, Lamp.

Specs

Size
2.0 × 3.0 × 0.66 m
width × height × depth
Triangles
944
of 6,000
Draw calls
1
one vertex-colour material
Knobs
5
3 presets
Night lights
2
lamp, light

Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.

Use it

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

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/level-wall.mjs';

const levelWall = createAsset();
scene.add(levelWall);                      // rests on y = 0, front faces +Z

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

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicedungeon scifi housedungeonShared by every Modular Level Kit piece: dungeon (coursed stone blocks, iron and oak), scifi (bolted panels, trims and glowing light strips), house (plaster over wood or brick wainscot, timber trim). Use one value across a level.
colorwaychoiceclassic dark warmclassicPalette within the style, shared across the kit: classic (dungeon grey granite, scifi light grey with orange, house cream plaster and brown wood), dark (basalt, gunmetal with yellow, white plaster with black timber), warm (sandstone, beige retro with teal, ochre plaster with honey wood and brick).
lengthrange1 to 3, step 11Length in 2 m grid units (1 = 2 m, 3 = 6 m). The wall stays centred on the origin, so a length-2 wall spans x -2..2.
wearrange0 to 1, step 0.10.30 = new; higher adds cracks, moss and missing blocks (dungeon), grime, scorched panels, torn-off panels and dead light strips (scifi), stains, cracks and fallen plaster showing brick (house).
lamptoggleon / offfalseA wall light on the front (+Z) face of every 2 m unit: iron torch sconce (dungeon), light box (scifi) or a lantern (house). Lit at night.

Presets: torch-lit corridor {"style":"dungeon","lamp":true,"length":2,"wear":0.5} · station bulkhead {"style":"scifi","colorway":"dark","length":2,"wear":0.1} · cottage room {"style":"house","colorway":"warm","wear":0.2}

Files

FileWhat
level-wall.glb ProGLB, default look · 154 KB
level-wall.mjs ProES module, every knob live
level-wall.obj ProOBJ, static; colours in the .mtl
level-wall.mtlOBJ colours; keep it next to the .obj
level-wall-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.