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DCC Bridge
Anonymous1761840568
03-07 14:39
Model Name
stylized sci-fi 3d model
Tags
architecture
architecture game asset
architecture game asset stylized
architecture stylized
game asset
game asset stylized
modular sci
stylized
Prompt
Create a modular, mobile-optimized 3D mission environment for a sci-fi educational escape game called “SlopeStation.” CRITICAL LAYOUT RULE: - Build AT LEAST 3 clearly separate rooms/environments (not one open space). - Each of the 3 core rooms must map to exactly one core mechanic. OVERALL FLOW: Start Airlock -> Room 1 (Mechanic 1) -> Room 2 (Mechanic 2) -> Room 3 (Mechanic 3) -> Branch Route A or B -> Merge -> Exit STYLE: - High-tech lab + corrupted AI vault vibe - Clean gameplay readability, cinematic urgency - Color language: cyan=correct/active, amber=pending, red=locked/fail, purple=corruption - Modular walls/floors/ceilings with reusable pieces ART STYLE REQUIREMENT: - Stylized low-poly look (clean silhouettes, simplified geometry, minimal micro-detail, bold readable color blocks). - Must feel stylish/cinematic while remaining mobile-friendly and gameplay-readable. ROOM 1: LINE CALIBRATION LAB (Mechanic 1: Build the line y = mx + b) - Dedicated room size around 12m x 10m - Mandatory hero prop: Beam Emitter Console with: 1) SlopeDial (rotary control that tilts beam angle) 2) InterceptSlider (vertical slider moving beam up/down) - Opposite wall: Large Grid Wall with glowing target node - Room must have clear line of sight from console to target wall - Supporting furniture: lab benches, cable trays, lockers, diagnostic screens - Exit Door D1 unlock condition: beam intersects target correctly ROOM 2: EQUATION LOCK CHAMBER (Mechanic 2: Solve equation for door code) - Separate corridor/chamber around 8m x 3m - Mandatory lock setup: - Door with projected equation area (example: 3x - 7 = 11) - 3 answer pedestals/buttons in front of the door - Wrong answer behavior support (visual design): sparks panel, lock refusal state - Correct answer opens Door D2 to next room - Furniture: security panels, warning signs, conduit pipes, maintenance cart ROOM 3: ROUTE DECISION ATRIUM (Mechanic 3: Branching escape route) - Separate room around 7m x 7m - Center prop: Harriet Hologram Console - Two clearly labeled physical exits: - “Short Tunnel (Harder)” - “Service Corridor (Easier)” - After player interacts with Harriet console, one route is chosen and entered ROUTE ENVIRONMENTS (connected to Room 3): - Route A Hard: narrow, darker, shorter tunnel with more corrupted visuals - Route B Easy: wider, brighter, longer service corridor with clearer signage - Both routes must reconnect at a merge door before final exit DOORS + CONNECTIONS: - D0 Start door: Airlock -> Room 1 - D1: Room 1 -> Room 2 (unlocks after line alignment) - D2: Room 2 -> Room 3 (unlocks after correct equation) - D3/D4: Room 3 -> Hard/Easy route doors - D5: Merge door -> Exit corridor - Every door should have 3 visual states: Locked, Validating, Open REQUIRED OUTPUT AS SEPARATE PARTS: 1) Modular architecture kit (walls, floor tiles, ceilings, corners, door frames) 2) Interactive gameplay props (console, dial, slider, grid wall, equation lock, answer pedestals, Harriet console) 3) Door set with state variants 4) Route-specific prop sets (hard vs easy) 5) Ambient prop pack (lockers, benches, carts, cables, signage) TECHNICAL CONSTRAINTS: - Real-world scale in meters - Pieces must be cleanly separable for Unity assembly - Keep geometry efficient for mobile (low/medium poly, reusable modules, no excessive tiny detail) - Keep puzzle props visually prominent and unobstructed - Target low-poly to mid-poly asset density; prioritize silhouette over small details.
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