
Learn exactly what software versions I am using, as well as any other tools used throughout the course. To follow this course as intended, you'll need Blender, Unity and Photoshop. You'll also need a full keyboard with numeric keypad, as well as a 3-button mouse. All of these details are covered in this introductory lecture.
This lecture showcases all of the objects that we will be creating throughout the entire course.
Decide on the overall shape and size of each room.
Learn how to build an entire collection of hallway pieces which can be used between rooms for a variety of twists and turns throughout your dungeons.
Learn how rooms and halls connect to one another, and the importance of creating the are between large enough to support a variety of doors, which will be created separately.
Learn how to use Blender's "Duplicate Linked" feature to create sample dungeon areas that act a lot like Unity's prefabs.
A blocked passage is not necessarily a locked door. I could be a bookshelf, a cave-in or many other creative ideas. Learn when and why to use, and how to design blocked passages for your modular dungeons.
Learn to design door frames which fit perfectly between any room or hallway. These door frames will be used together with the doors while animating or scripting the doors to open and close later on in the course.
Learn to design doors that open and close on a pivot point. These are traditional doors that you would find in most modern day homes as well as medieval settings.
Learn to include small columns to cover up seams between rooms and halls. These optional pieces can also serve as a way of adding a little flare to your otherwise featureless dungeon areas.
Not all floors are perfectly flat. In this lecture, we'll explore the possibility of adding a sloped floor to rooms and hallway pieces.
Learn how to multiply your geometry by branching out into new sets of rooms and hallways. We'll preserve our original set of tiles and copy the original to create a new set of enhanced tiles from the copy.
In this lecture you will learn how to apply a very simple technique for UVs and Materials. This technique is perfect for prototyping due to it's rapid results. You'll want to extend your knowledge of UV Unwrapping and creating more professional Materials and Texture Mapping from outside of this course.
After completing the previous lecture using the set of original tiles, we'll repeat the process with the new set of Enhanced tiles.
Learn how to properly Export the models from your Blender file as an FBX file, and get everything ready to import into Unity.
Learn how to import your FBX file saved from Blender in the last lecture into Unity.
Learn to prepare your imported models in Unity's hierarchy and save them as Prefabs for the purpose of designing levels.
Learn how to combine Rooms & Hallways together using Unity's snapping features and staying on grid. By the end of this lecture, you should be able to manually construct your first modular dungeon environment.
By the end of this lecture you should have a good understanding of how and why to create various colliders for your dungeon rooms, halls, doors, and blocked passages.
Learn how to import Unity's Standard Assets and choose only the components responsible for the Character Controller.
By the end of this lecture you should have a good understanding of how to create the animations for an interactive door. The next lecture will focus on the actual scripting.
This is the second part of the Interactive Door lectures, where you will learn how to script the interaction of the door. I will take you through the entire process so that you can clearly understand how and why each line of code works.
This lecture contains the finished Unity Project File for all of the content in this section of the course.
We'll make a very simple low-poly lantern which will be used to illuminate the interiors of our modular dungeons.
Learn how to apply lighting to your lanterns using Unity's Lights and material emission settings.
A bonus lecture with additional information about setting up your lantern lighting in Unity.
Learn how to make basic pipe shapes in Blender which we will use as templates for the purpose of creating more elaborate configurations in the following lecture.
Using the templates we designed in the previous lecture, we'll learn how to layout various configurations in each of our modular rooms.
In this lecture, we'll focus on bringing the finished pipe configurations into Unity and setting up prefabs which may include colliders when the pipes are within the player's physical range.
Learn how to make a system of support beams that can be combined in creative ways throughout your interior level designs. In this lecture we'll be focusing on a set of template pieces which can be used in the following lectures to create variations of beam configurations for each individual room.
Use the beam template pieces designed in the previous lecture to layout unique variations of beam configurations for each room in our enhanced set of modular room tiles.
After importing the various beams into Unity, we'll start converting the basic geometry into Unity Prefabs which will contain collider information for the parts of the beams that reach the floors.
Continuing where we left off in the last lecture, we'll finish setting up all of our beam prefabs for the various modular rooms within our project.
This is Part 1 in a 3 part series for making two very generic Rigidbody type props which can be pushed around using physics within the Unity game engine. In this lecture, you'll learn how to design a crate and barrel in Blender.
This is Part 2 in a 3 part series for making two very generic Rigidbody type props which can be pushed around using physics within the Unity game engine. In this lecture, you'll learn how to apply UVs, Materials, Export as FBX and Import the props into Unity.
This is Part 3 in a 3 part series for making two very generic Rigidbody type props which can be pushed around using physics within the Unity game engine. In this lecture, you'll learn how to setup the colliders for each prop, apply a Rigidbody to the object, and make adjustments to fine-tune the behavior of the object within the Unity physics engine.
In this lecture we'll continue to use our crates and barrels for the purpose of creating variations of random placements throughout our modular dungeons.
In this lecture, we'll continue randomizing by working with variations of either beams, pipes, beams & pipes, or empty configurations for each room. You'll see how multiple randomization scripts can run simultaneously to handle different kinds of randomizations within the same Prefabs.
Although this lecture won't teach you exactly how to script a random dungeon generator, it will show you how your modular dungeon tiles can be used to generate elaborate dungeons with procedural scripting. The point of this lecture is to merely open your mind to the possibilities of working with modular dungeon pieces.
This lecture contains the finished Unity Project File for all of the content in this section of the course.
In this lecture you will learn how to create caves similar to the caves shown in the previous demo video. By the end of this lecture you should have a pretty good understanding of how to generate cave-like rooms that work exactly the same as the rooms used throughout the course.
You will learn how to design a doorway to coverup a large ngon shape that resulted during the cave creation process. This doorway should blend into your cave environment and be reusable for the connector space between all cave rooms and halls.
This zip file includes all of the work that was done on the Caves during the last couple of lectures.
Bonus Lecture
Master Modular Dungeon Level Design in Blender for Unity
Designing modular dungeons in Blender for Unity requires careful attention to grid-based modeling and reusable assets. In this course, you’ll learn how to stay on the grid, ensuring that your rooms and hallways snap together seamlessly to create a variety of dungeon layouts. This methodical approach to modular level design is perfect for game developers, whether you're handcrafting levels or preparing assets for a random dungeon generator (generator not included).
You'll learn:
Grid-Based Modular Design – Build rooms, halls, and corridors that fit together perfectly.
Pivot Points & Rotation – Correctly set up pivot points in Blender to ensure smooth placement in Unity.
Animated Doors & Interaction – Create animated doors and implement simple scripts for player interaction.
Collider & Rigid Body Setup – Learn when to use Box Colliders, Mesh Colliders, and Rigid Bodies for efficiency.
Basic UV Mapping & Materials – Create quick and effective UV maps and materials for prototyping levels.
FBX Exporting for Unity – Properly import/export modular assets using FBX format for seamless integration into Unity.
Whether you're creating hand-crafted levels or setting up assets for procedural generation, this course provides a solid workflow for constructing interior-only dungeon environments efficiently.
Who is this course for?
Beginner to Intermediate Blender users who want to create modular game assets for Unity.
Unity game developers looking to improve level design workflows with reusable dungeon pieces.
Indie developers & prototypers who want to quickly design and test modular levels for game projects.
Get started today and master the fundamentals of modular dungeon creation for Unity!