SoulDesignStudio - NIGHT DESK — Stylized Night-Shift Police Station (Modular Horror Environment)

What is it?

A small-town police station on the night shift. At three in the morning the radio console picked up a call from a cell that had been empty for years; the desk officer went to check and never logged back in. The lights still flicker and the cell doors slide on their own. 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 night-shift station fast.

What can I build?

Lobbies with a front desk behind a security window, bullpens, interview and observation rooms, records rooms, locked evidence rooms, locker rooms, restrooms, sally ports with roll-up doors, double-height cell blocks with an upper tier and catwalk, break rooms, utility rooms and holding areas.

What's included

  • 120 assets: walls, floors, ceilings, stairs, catwalk, trims, doors, furniture, lights and props of a police station; see the asset sheets in the gallery for the full list.

  • Demo level: a small-town station on the night shift. The demo level is available in .blend, FBX and glTF (NIGHTDESK_DemoLevel.fbx / .glb); gameplay markers are empty / null nodes in all three:

  • Lobby: entrance doors and the front desk behind the security window.

  • Bullpen: desks, filing cabinets and a radio console left running.

  • Interview and observation rooms with a one-way mirror, records and a locked evidence room.

  • Locker room, restroom and the sally port with its roll-up door.

  • Cell block: double height, two tiers of cells, a steel stair and a catwalk with a continuous rail.

  • Break room (safe room), utility room with the fuse box and key cabinet, holding.

  • Gameplay spaces (demo level, empty / null markers): a spawn, a safe room, hiding spots, two chase loops, locked doors with their keys, puzzle spots (fuse box, key cabinet, keypad, radio console), scare anchors, landmarks and collectibles.

  • Lighting: Night and Day scenes in Blender; troffers, bulkheads, desk lamps and emergency lights are real light fixtures.

  • Palettes: Duty (default), Ledger, Steel. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Duty.

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 Duty 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; 2048 px for architecture, 1024 px for large furniture, 512 px for props.

How optimised is it?

  • 120 assets (134 mesh parts), 209,894 triangles at LOD0 and 98,928 at LOD1 in total.

  • Per asset: median 1,270 triangles (LOD0) / 523 (LOD1); range 232 to 7,760 (LOD0).

  • 144 convex collision meshes (UCX_) shipped with the FBX files.

  • One master material per asset; a separate emissive material only on lights, 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 2.0 × 2.5 m, arch 2.4 × 3.0 m, 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 track: door leaves, the double entrance door, the sliding cell doors and the roll-up door curtains.

What makes it different?

  • A finished, explorable station, not a box of loose props.

  • Horror from absence, light and state changes, not gore: a radio left on, cell doors open on their own, flickering lights, an empty desk.

  • Stylized, readable art direction with no photo textures, no real text, logos, insignia or brands.

  • Built for gameplay: safe room, hiding spots, chase loops, key and puzzle markers, convex collisions.

  • Same grid and conventions as our other stylized horror environments.

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 NIGHTDESK_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).