Stylized Dungeon Generator
Stylized Dungeon Generator for Blender
Builds complete dungeons from the included Stylized Dungeon Kit (105 hand painted style pieces): rooms, corridors, doorways and doors, angled room corners, raised platforms with stairs, props by room type, torches with lights, overgrowth and wear. Python lays out the rooms; a Geometry Nodes modifier builds everything you see, live.
Install
Blender 5.2 or newer: Edit > Preferences > Add-ons > Install from Disk, choose the ZIP, enable "Stylized Dungeon Generator". The panel is in the 3D Viewport sidebar (N) under Dungeon.
Use
Add Dungeon creates a dungeon object at the 3D cursor. Select it to edit it in the panel.
- Seed: one number for the whole dungeon (layout and dressing). The arrow button gives the next seed.
Layout
- Rooms, Area, Room Min/Max, Room Spacing: number and size of rooms (in 4 m cells) and the space between them.
- Loops: extra connections between rooms.
- Dead Ends: blind corridors that lead nowhere, and branching paths. With Loops and Dead Ends both at 0 the dungeon is linear: one chain of rooms from the entrance to the end.
- Angled Corners: share of rooms with 45 degree corners (octagon rooms).
Look
- Props, Torches, Overgrowth: density of room dressing, wall torches, moss / roots / vines / mushrooms / grass.
- Wear: broken walls, collapsed breaches and damaged pillars. With the ceiling on, walls stay whole (a breach would open the room to the outside) and only the pillars show wear.
- Doors: share of doorways with a wooden door or an iron portcullis. Secret Doors: doorways hidden behind a closed wall.
View
- Low Walls: 2 m cut-away walls for top down views, battle maps and RTS style cameras.
- Ceiling: on for walk through scenes, off for views from above.
- Lights / Light Strength: point lights at every torch, brazier, candle, crystal, cauldron and potion shelf.
- Realize: real geometry instead of instances.
- Mood Lighting: dark world, thin volumetric fog, a cool moon light and contrast like the product images. The X button removes it again.
Room Types (sub panel): switch off any room type you do not want. The entrance room is always kept.
| Room type | Dressing |
|---|---|
| Entrance | brazier, weapon racks, barrels and crates |
| Storage | barrels, crates, sacks, rubble |
| Crypt | skull niche walls, skull frieze, sarcophagus, urns, candles, raised platform |
| Prison | barred windows, chains, bones, bench, hanging cage |
| Library | bookshelves, tables, books, candles |
| Ritual hall | raised platform with stairs, altar, ritual circle, braziers, candelabras |
| Treasure vault | brick floor, open hero chest, coin piles, crystals |
| Throne hall | throne at the back wall, carpet runner, round column rows, banner walls |
| Alchemy lab | alchemy table, potion shelves, potions, cauldron with green light |
| Flooded cistern | water over the whole room, wooden walkways from every entrance to the centre |
Export (sub panel)
- Make Real: a copy of the dungeon as normal objects (lights stay separate objects).
- Export Dungeon: GLB or FBX (chosen by the file extension) for Unreal, Unity, Godot or any other engine.
- Export Battle Map: top down map as Universal VTT file (.dd2vtt) plus PNG, with walls, doors and lights for Foundry VTT (Universal Battlemap Importer), Roll20 and other virtual tabletops. One 4 m cell = 3 grid squares.
- Export Layout JSON: rooms, doorways and every placed piece and light, for rebuilding the dungeon from the kit in a game engine.
Fine tuning
The modifier "Stylized Dungeon" (Modifier tab) holds the same settings, and the node tree is grouped into readable sections (floors, walls and pillars, doors, platforms, wall dressing, wall props, room props, floor organic). You can change pick lists and rules there if you want to adapt the generator.
Grid
Cells 4 x 4 m on a 0.5 m grid, walls 4 m high. Walls sit on the cell edges, pillars on the vertices.
License
Code: GPL 3.0 or later. 3D assets: royalty free for your own projects, no redistribution as assets.
Made with procedural modelling in Blender with AI assistance (Claude), designed and reviewed by Nico Hartl.
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