Gothic Dungeon Asset Pack

Evil Planet Games - 环境 - 2023/06/08
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Gothic dungeon asset pack with, walls, props, debris, foliage, VFX and sound effects

  • 支持的平台
  • 支持的引擎版本
    4.27, 5.0, 5.2 - 5.3
  • 下载类型
    资源包
    此产品包含各种虚幻引擎资源,可以选择性导入现有的项目。

This is a horror-themed asset pack meant for map building and environments. It comes with most of what you should need to build a complete dungeon level. From gates to statues, to modular walls and ceilings that you can easily snap together, to props and foliage to decorate your level. There are 6 different "biomes" to choose from, to build different types of dungeons. This asset pack will be constantly updated in the future with new biomes, assets and/or features, so its price will go up after future updates.


All materials are PBR and most are 4K and 2K, however some have been downscaled in-engine for performance in the included demo scene. A few more options are available for performance, such as optimized LoD's for your scenes.


This asset pack is ideal for gothic horror scenes, but the assets are sober enough to be used in other types of projects, not necessarily involving an actual dungeon.



This pack Includes:

  • Decals and assets to distress the level with dirt, rust, mold and cobwebs
  • Decals for wetness, different types of liquids.
  • 96 debris assets to create and accentuate destruction and decay
  • 7 Pre-fractured and pre-assembled assets (statue, pedestal, verandas and walls).
  • 119 architectural assets to build your level, each and every one quickly snap together to assure speedy environment iteration.
  • Different types of walls, windows and gates. Different sizes of rooms (in case you need arenas).
  • Wood planks and timbers, plus rope, to build all sorts of constructions. 2 Sizes; Thin and thick.
  • Barrels
  • 5 different doors and 2 different chests with their respective blueprints for interaction.
  • 14 different candles
  • 5 different torches
  • Visual effects such as: Fire (different colors), heat distortion, smoke, liquids such as fountains and leaks (different liquids), insects, smoke and fog.
  • Liquid surface materials (different liquids)
  • Floating items.
  • Foliage and plant over-growth for natural areas.
  • Different types of "biomes" such as mossy areas, dirt-covered areas, wet areas.
  • Human bones as piles or individual bones (bear in mind these skeletons aren't anatomically correct, they're there just to dress the set)
  • Gold coin piles and individual coins for treasure rooms.
  • 2 different grates
  • Everything has LoD's (some generated in-engine, some custom).
  • Coffins (with and without bones)
  • Sound effects for ambience, doors and steps.
  • Bear in mind that the blueprints are there only to showcase the assets and only perform the most basic functions.
  • Future updates with new assets.


技术细节

**Features:**


  • Game-ready
  • Diffuse, Metal, Roughness, Normal, Emission and Translucency maps in PBR-metalness workflow.
  • Completely modular and flexible.
  • Basic blueprints included.
  • Over 419 meshes (208 unique meshes)
  • Everything is modular and multi-functional, so even though there isn't assets for everything, chances are, you can assemble/extrapolate missing assets out of the existing ones.
  • 4k, 2k and 1k textures
  • Everything is organized in color-coded, easy to sort-through folders with easily understandable names.


Number of Unique Meshes: 221 (Original meshes, not counting variations or modifications)

Collision: Yes, custom and automatically generated

Vertex Count: 392,899 (Original meshes, not counting variations or modifications)

LODs: Yes

Number of Materials and Material Instances: 44 materials, 138 material instances

Number of Textures: 280

Texture Resolutions: 4k, 2k, 1k, 512, 256, 64, 50

Supported Development Platforms: Windows, Mac, Linux, Xbox, Playstation

Windows: Yes

Mac: Yes


Documentation: https://youtu.be/9cj9ZQ88UyM


Important/Additional Notes: Many textures have been reduced in size to preserve performance. If your system can handle it, you can change their size back to their original value, at the cost of performance.