SoulDesignStudio - PORCH LIGHT — Stylized Abandoned Suburban House (Modular Horror Environment)

What is it?

A split-level house built in 1972 at the end of a cul-de-sac. One November evening in 1987 the porch light was left on, dinner was still on the stove and the car was in the garage. By morning the house was empty, and the basement door had been bricked up from the inside. The bank never sold it. The porch light still turns on by itself. 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 family home fast.

What can I build?

Suburban and split-level houses, haunted family homes, ranch houses, garages and basements, back yards and cul-de-sac lots, and interiors for found-footage or investigation games.

What's included

  • 120 assets: siding walls (plain, window, open window, boarded, garage), stucco, plain and wallpaper interior walls with doorways and a kitchen pass-through, wood-panelled den walls, concrete block basement walls (plain, doorway, bricked-up); wood, lino, shag carpet and concrete floors; plaster, popcorn, sagging and collapsed ceilings; split-level half flights with railings and a basement stair; doors with moving parts (front door, interior doors, bifold closet door, screen door, basement door, sectional garage door); kitchen (cabinet runs, stove, fridge, wall phone), living room (console TV on / static, recliner, picture window), dining set, bathroom (bathtub, toilet, vanity, medicine cabinet), bedroom (beds, dresser, nightstand, wardrobe), sewing table, laundry (washer, dryer, water heater), basement (furnace, workbench, shelving, fuse box), slide projector and screen; props (place settings, pot, kettle, radio, tape recorder, cassettes, calendar without text, key hook, flashlight, suitcase, laundry basket, toolbox, paint cans, lawnmower, trash can, rubble); exterior (roof slopes, ridge, gable, chimney, gutter, downspout, porch rails, fence and gate, mailbox, garden shed, lawn chair, streetlight).

  • Demo level: the house on its lot:

  • Main floor: entry, living room with the picture window, dining room, kitchen.

  • Lower half storey: wood-panelled den, bathroom, laundry and the attached garage.

  • Upper half storey: bedroom, box room, a sewing room under a collapsed ceiling, stair hall.

  • Basement: the furnace room and a chair facing the wall.

  • Outside: driveway, front walk, mailbox, lawn, fence, back yard, garden shed and a streetlight.

  • Gameplay spaces: gameplay markers for a spawn, a safe room in the den, hiding spots, chase loops, a locked garage door with its key, puzzle spots (fuse box, wall phone, slide projector, tape recorder), scare anchors, landmarks and collectibles.

  • Lighting: Night and Day scenes in Blender; porch light, pendants, lamps and the streetlight are real light fixtures.

  • Palettes: Harvest (default), Pastel, Grey. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Harvest.

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); exported Y up with the axis conversion baked into the meshes.

  • glTF (.glb), per asset: embedded Harvest Base Color, ORM and Normal textures.

  • PNG textures, per part (FBX, shipped as two additional texture archives: Harvest + ORM + Normal, and Pastel + Grey): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; 2048 px for architecture, exterior pieces and large furniture, 1024 px for some mid-size furniture, 512 px for props and small furniture.

How optimised is it?

  • 120 assets (135 mesh parts), 239,660 triangles at LOD0 and 113,016 at LOD1 in total.

  • Per asset: median 1,364 triangles (LOD0) / 762 (LOD1); range 12 to 11,504 (LOD0).

  • 145 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 with a picture rail, 0.2 m thick, centred on the grid line. Storey height 3.6 m; half storeys 1.8 m apart, joined by half flights.

  • Openings: single door 1.2 × 2.3 m, double door 2.0 × 2.5 m, window 1.6 × 2.0 m (sill 0.9 m), picture window 3.2 × 1.8 m (sill 0.8 m), arch 2.4 × 3.0 m, garage door 3.4 × 2.4 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 axis: door leaves, cabinet and wardrobe doors, drawers, the garage door.

What makes it different?

  • A finished, explorable split-level house, not a box of loose props.

  • Horror from absence, light and state changes, not gore: dinner on the stove, a phone off the hook, a bricked-up basement door, a porch light left on.

  • 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 and lab kits.

Supported versions

  • Blender 5.2+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. 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 both texture archives into one folder (they share the top folder PORCHLIGHT_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).