What is it?
One floor of a 1990s office block on the edge of town, closed after a single night shift. At 02:14 every phone on the floor rang at once. The night staff picked up, were put on hold, and nobody walked out. The elevators were shut down, the stair door was locked and the floor was sealed with the coffee still on the desks. Walk through it straight away, or take it apart to build your own. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.
Who is it for?
Developers of exploration, walking-sim, survival and stealth horror games, and level designers who need a believable abandoned office fast.
What can I build?
Open-plan cubicle floors, receptions and elevator lobbies, manager and executive offices, conference rooms, break rooms, server and copy rooms, stair cores and back-of-house utility rooms.
What's included
109 assets: drywall walls (plain, two worn variants, damaged, window, stained window with blind, door, doorway, end, corner fill), curtain-wall windows (two), glass partitions (window, doorway), elevator walls (closed, forced open), restroom walls, stair-core walls with doorway; carpet-tile, vinyl, tile and concrete floors, stair landing; suspended grid ceilings (three) with vent tile, concrete ceiling; steel stair flight, railing, column; single doors and a glass double door with moving leaves; cubicle partitions (four), cubicle desk, desks, executive desk and chair, office chairs, reception desk, conference table, credenza, pedestal, filing cabinets, storage cabinet, bookcase, shelf, whiteboard, sofa, coffee table, coat rack, break counter, break table, fridge; troffers (three), strip light, downlight, pendant, wall sconce, desk lamp, emergency light, exit sign without text; props (monitor, keyboard, laptop, phone, printer, copier, shredder, projector and screen, server rack, battery backup, breaker panel, key cabinet, safe, vending machine, water cooler, coffee maker, microwave, mug, binder, paper stack, archive box, cork board, wall clock, wall speaker, security camera, fire extinguisher, bin) and a fallen ceiling tile.
Demo level: one sealed office floor. The demo level is available in .blend, FBX and glTF (HOLDMUSIC_DemoLevel.fbx / .glb); gameplay markers are empty / null nodes in all three:
Lobby: reception, waiting area and two elevators, one forced open.
Open plan: two rows of cubicle blocks, a storage corner and a corridor along the north rooms.
North rooms: two manager offices, the conference room, the break room, the archive and the executive office.
Back of house: copy room, server room behind a locked door, utility room with the breaker panel, and a stair core up to a locked fire door.
Outside: a simple site pad with a car park around the building, made for the demo scene.
Gameplay spaces (demo level, empty / null markers): a spawn, a safe room in the break room, hiding spots, two chase loops, three locked doors with their keys, puzzle spots (breaker panel, keypad, phone, copier), scare anchors, landmarks and collectibles.
Lighting: Night and Day scenes in Blender; troffers, strip lights, downlights, pendants, sconces, desk lamps, emergency lights and exit signs are real light fixtures.
Palettes: Beige (default), Teal, Graphite. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Beige.
Formats
Blender 5.2 (.blend): kit marked for the Asset Browser + demo level in Night and Day scenes; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; showcase cameras.
FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming) on every asset except small props, lights and decals; exported Y up with the axis conversion baked into the meshes.
glTF (.glb), per asset: embedded Beige Base Color, ORM and Normal textures.
PNG textures, per part (FBX, shipped as three additional texture archives, each with every map for one group of parts): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; 4096 px for the stair flight, 2048 px for architecture, 1024 px for large furniture, 512 px for props.
How optimised is it?
109 assets (119 mesh parts), 170,936 triangles at LOD0 and 82,226 at LOD1 in total.
Per asset: median 1,176 triangles (LOD0) / 528 (LOD1); range 24 to 9,184 (LOD0).
112 convex collision meshes (UCX_) shipped with the FBX files.
One master material per asset; a separate emissive material only on lights and screens, a separate glass material only where there is glass.
How modular is it?
1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m.
Openings: single door 1.2 × 2.3 m, double door / elevator 2.0 × 2.5 m, interior window 1.6 × 2.0 m (sill 0.9 m).
Pivots: walls and floors at the corner, props at the bottom centre, wall-mounted pieces at the back centre, ceiling fixtures at the top centre.
Moving parts are separate meshes pivoted on their hinge or slide axis: door leaves, the glass double door, filing-cabinet drawer, storage-cabinet, key-cabinet, breaker-panel and safe doors.
What makes it different?
A finished, explorable office floor, not a box of loose props.
Horror from absence, light and state changes, not gore: a forced elevator, a fallen partition, ceiling tiles pushed up from above, chairs left mid-meeting.
Stylized, readable art direction with no photo textures, no real text, logos or brands.
Built for gameplay: safe room, hiding spots, chase loops, key and puzzle markers, convex collisions.
Same grid as our hospital, manor, school, motel, gas station, funeral home, lab, house, subway and church kits.
Supported versions
Blender 5.2+.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. The demo level ships in the FBX and glTF archives as one assembled scene with named marker nulls. Light objects stay in the Blender file. Engine-specific projects (prefabs, material instances) are not included.
How quickly can I use it?
Blender: open the file and render. Drag single assets from the Asset Browser.
Engines: extract the FBX archive and the three texture archives into one folder (they share the top folder HOLDMUSIC_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).