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Walkable demo
Escape Room and Puzzle Venue
Walk a two room escape venue: a panelled study with a false bookcase door, chest and safe, a mechanical room of levers, valves and wire patches, then the games master desk and the front of house behind it.
About
What is placed
Two themed rooms, a games master room and a front of house, laid out from the pack's own floor tiles, wall modules and ceiling panels. The study room is panelled timber: a false bookcase door, a locked chest, a safe with a spoked handle, a drawer unit with a false bottom, a ledger desk, a mirror on a hidden catch, a candle sconce lever, a pinned map, a UV mark panel and a key safe. The second room is the mechanical one: a pipe and valve board, a three lever panel, a wire patch panel, a weighing scale plinth, a sliding tile frame and pressure plates set into the floor. Behind them sits the games master desk with its monitor bank, headset, reset trays and prop store shelving. Out front are the phone lockers, the reception desk, waiting sofas, a briefing screen, a drinks machine, a leaderboard, a photo backdrop and the venue signage.
What moves
Walk up to a piece and its clips play. The bookcase door and the room doors swing, the hidden wall panel lifts away, the chest raises its lid, the safe opens and its spoked handle spins, the drawer unit and the desk open, the mirror swings off its catch, the key safe dial turns, the pipe and valve wheels turn, the lever panel and the candle sconce tilt, the weighing scale plinth tips, the hint screen tilts, the lockers and the drinks machine open, and the waste bin pedal lifts its lid.
What does not move, and why
Wires, candle flames, screen content and closed padlock shackles are static geometry: none of them is reachable with the rigid node transforms this library uses, so they are modelled in place rather than faked. There are no players and no games masters, because nothing here is skinned. Every sign, book, map and screen face is abstract rather than readable, and no real escape room brand or franchise is named.
Every piece here is a published model from the pack, placed by hand. Walk with the keys or touch, and approach a piece to see it move if it has animation. Colliders, navigation and gameplay are yours to add.
Points of interest
The bookcase that is a door
The study room ends in a bookcase that swings open on its hinge, and the panel beside the drawer unit lifts away too. Both are animated, so the way out of the room is part of the puzzle.
False Bookcase Door (Escape Room and Puzzle Venue)Chest, safe and padlocks
The chest lifts its lid, the safe swings its door and spins its spoked handle, and the drawer unit pulls out to show the false bottom. Three sizes of combination padlock sit on the hasps and the desk.
Safe with a Spoked Handle (Escape Room and Puzzle Venue)The ledger desk
The study desk opens its lid over a ledger and quill, with a keypad plate, a mirror on a hidden catch, a candle sconce lever and a pinned map around it. Every clue in the room is a separate model.
Study Desk with Ledger and Quill (Escape Room and Puzzle Venue)Levers, valves and wires
The second room is the mechanical one: a pipe and valve board whose wheels turn, a three lever wall panel, a wire patch panel and a weighing scale plinth that tips under its load.
Pipe and Valve Puzzle Board (Escape Room and Puzzle Venue)Clock running down
Each room door carries a countdown timer panel and a hint screen, with a wall clock inside counting down to zero. The name plate above the door says which room a team is locked in.
Countdown Timer Display Panel (Escape Room and Puzzle Venue)Games master and front of house
Behind the rooms, a monitor bank desk with a headset and reset trays of padlocks and keys, backed by prop store shelving. Out front: lockers, reception, sofas, a leaderboard and a photo backdrop.
Games Master Desk with Monitor Bank (Escape Room and Puzzle Venue)
Use with an AI agent
Copy this prompt into your AI chat to rebuild the layout, then describe what to change.
Rebuild the "Escape Room and Puzzle Venue" demo scene from the Escape Room and Puzzle Venue pack in my project. Layout (JSON, every placement with its CDN URL): https://3dassets.dev/api/v1/demos/escape-room-and-puzzle-venue Pack manifest: https://3dassets.dev/api/v1/packs/escape-room-and-puzzle-venue Demo page: https://3dassets.dev/demos/escape-room-and-puzzle-venue - 176 placements of 44 models; units are metres, +Y up, rotation is yaw in degrees about +Y - Spawn at (-4.65, 0, -1.75) facing 165 degrees; eye height 1.6 m - Licence: CC0 1.0 Universal (no attribution required) - Loading: three.js GLTFLoader, one load per distinct model, cloned per placement; no decoders required
Also available as JSON or Markdown, and via the MCP server.
Common questions
How do I use Escape Room and Puzzle Venue with my AI development tools?
How do I get started?
Which game engines and tools can I use Escape Room and Puzzle Venue with?
How do I import this scene into Unity, Godot, Unreal or Blender?
Can I use Escape Room and Puzzle Venue in a commercial game, and do I need to credit anyone?
Can I load it from the CDN instead of downloading it?
Is the demo itself a file I can download?
Can I change the scene, or add gameplay to it?
Models in this demo
Puzzle Room Floor Tile (Escape Room and Puzzle Venue)
A 1.2 m square floor tile 54 mm thick: a dark deck carrying a walnut board face with four brass corner studs. Ports at the four edge midpoints tile a room, a corridor or a whole venue in both directions.
Pressure Plate Floor Tile (Escape Room and Puzzle Venue)
The same 1.2 m floor tile with a 660 mm steel pressure plate in a brass surround set into it and a red state lamp at one corner. The plate travels 8 mm in use, which is too little to read as a clip, so it ships static.
Puzzle Room Wall Module, Timber Panelled (Escape Room and Puzzle Venue)
The same 1.2 by 2.6 m wall module dressed as a study: dark walnut lining with two rows of raised panels either side of a brass dado rail, on both faces. Use it to theme one room of a venue without changing the grid.
False Bookcase Door (Escape Room and Puzzle Venue)
A 1.2 m walnut bookcase that is the door out of a study: five shelves of abstract books and a brass candlestick catch on a case 1.08 m wide, on a concealed hinge in its own lining, so the whole case swings out of the wall. Book spines are plain blocks, never readable titles.
Puzzle Room Door Module (Escape Room and Puzzle Venue)
A 1.2 by 2.6 m wall module with an 800 by 2050 mm doorway in it: a framed timber leaf on a brass lever handle with a glazed vision port in a brass surround, a magnetic lock and armature plate at the head with its status lamp, and a closer arm. Same wall ports as the plain module.
Puzzle Room Wall, Hidden Panel Section (Escape Room and Puzzle Venue)
A panelled wall module with a 700 by 1100 mm section that is really a door: a concealed hinge on its left stile, a brass finger pull and a lined recess behind it with a key bar. Closed it is one more panel in the lining. Same ports as the plain module.
Puzzle Room Wall Module (Escape Room and Puzzle Venue)
A 1.2 by 2.6 m puzzle room wall module, 120 mm thick, painted plaster over a stud core and dressed on both faces with a walnut skirting and picture rail. Its wall-left and wall-right ports butt module to module, so a themed room of any size closes on the same grid.
Venue Corridor Wall Module (Escape Room and Puzzle Venue)
A 1.2 by 2.6 m corridor wall module on the same grid as the puzzle room walls: painted over a teal dado band with a brass capping rail and a blank brass module plate, dressed on both faces. Runs the circulation and the front of house between the themed rooms.
Room Ceiling Panel with Camera Dome (Escape Room and Puzzle Venue)
A 1.2 m square ceiling module on an alloy tee grid: a painted tray panel with a smoked camera dome on its collar and a brass speaker grille, both hanging 90 mm below the face. Ports on the four edges run a ceiling over any room built from the wall modules.
Locked Chest with Hasps (Escape Room and Puzzle Venue)
A 940 by 560 mm banded timber chest 620 mm tall: a coopered lid on its back edge, steel bands round the carcass, brass corner shoes, two hasps on the lid and a padlock through the centre staple. The lid lifts on its hinge; the padlock is modelled closed and stays closed.
Safe with a Spoked Handle (Escape Room and Puzzle Venue)
A 740 by 920 mm floor safe 620 mm deep: a dark body with a brass capping and two barrel hinges, a stepped steel door and a five spoked brass handwheel on it. The handle is a child of the door, so it spins on its boss and still travels with the door when that swings open.
Study Desk with Ledger and Quill (Escape Room and Puzzle Venue)
A 1.16 m walnut writing desk with a teal leather top, one drawer on its own slide, and the props on it: an open ledger with plain ruled pages, an inkpot with a quill in it and a brass desk lamp. The ledger, quill and lamp are fixed; the drawer runs out and back.
Combination Padlock (Escape Room and Puzzle Venue)
A 62 mm brass bodied combination padlock: a steel shackle through the case and four coded barrels with index bands across the face. The shackle is modelled closed and stays closed, because a lock that falls open is no longer a puzzle.
Drawer Unit with a False Bottom (Escape Room and Puzzle Venue)
A 640 by 880 mm walnut drawer unit of three drawers on a plinth, each a front and a modelled box on its own slide. The bottom drawer carries the trick: a false board lifted clear of the base with a key lying under it, which only shows once the drawer is out.
Sliding Tile Puzzle Frame (Escape Room and Puzzle Venue)
A 460 mm brass framed sliding tile puzzle on a small walnut easel: fifteen walnut tiles with plain cream faces in a four by four tray, one space empty. The tiles stay put, because fifteen sliding nodes would be fifteen channels nobody reads at card size.
Combination Padlock, Large (Escape Room and Puzzle Venue)
The same combination padlock at 96 mm, the size that closes a chest, a gate hasp or a prop cage. Shackle closed and static.
Map and Pin Board (Escape Room and Puzzle Venue)
A 980 by 740 mm walnut framed board with an abstract chart on it: blocks of land, two plotted routes in red and four brass map pins. The chart is deliberately abstract, never a real coastline or a readable label, so it suits any theme. Static geometry.
UV Mark Panel with Torch (Escape Room and Puzzle Venue)
A 660 by 880 mm framed wall panel with abstract marks that only show under a lamp, and the lamp itself on a brass clip beside it: a dark barrel with a violet lens and a brass collar. The marks are plain blocks and strokes, never readable text, and nothing on it moves.
Countdown Wall Clock (Escape Room and Puzzle Venue)
A 380 mm brass cased wall clock for a themed room: a cream dial with plain hour marks, a red countdown arc on the last quarter and two hands on a brass boss. The hands are modelled in one fixed position, because a game clock is counted down by the venue software.
Key Safe with Combination Dial (Escape Room and Puzzle Venue)
A 260 by 340 mm wall mounted key safe: a dark case with brass capping rails, a 144 mm combination dial on its own spindle with a red index mark, and three keys on the bar below the cover. The dial turns; the cover is fixed, because the keys behind it are the reward.
Candle Sconce Lever (Escape Room and Puzzle Venue)
A 430 mm brass wall sconce whose scrolled arm is a lever: the backplate is fixed, the arm, cup and cream candle are one node on the plate boss and tip forward when pulled. There is no flame: a flame is a shader rather than geometry, so the wick is modelled unlit.
Mirror with a Hidden Catch (Escape Room and Puzzle Venue)
A 720 by 1120 mm brass framed mirror that is really a cupboard door: a concealed hinge on its left stile, a bead catch on the closing edge and a lined recess behind it with a shelf and a brass hook. The mirror swings; the recess is fixed.
Pipe and Valve Puzzle Board (Escape Room and Puzzle Venue)
A 1.3 by 1.66 m floor standing valve board: three runs of flanged pipework on a braced steel frame, three handwheels in red, green and brass on their own spindles, and two brass cased gauges with plain cream dials. Each wheel spins; the pipework and the needles are fixed.
Three Lever Wall Panel (Escape Room and Puzzle Venue)
A 940 by 580 mm timber board carrying three throw levers in brass quadrants, their knobs in red, green and brass so a clue can name one without naming a number. Each lever is its own node on the quadrant spindle and tips through its slot; the board is fixed.
Wire Patch Panel (Escape Room and Puzzle Venue)
A 740 by 520 mm patch panel in a dark case with a walnut face: ten brass jack sockets in two rows, four steel plugs seated in them and two coloured leads looped between. The leads are modelled in one fixed loop, because a flexible run cannot be rigged.
Weighing Scale Puzzle Plinth (Escape Room and Puzzle Venue)
A 1.29 m tall balance on a tapered walnut plinth: a brass beam on a knife edge carrying two steel pans, with two cast weights on the plinth top. Beam and pans are one node and rock together, which is what a real balance does; the weights are not rigged.
Numbered Keypad Wall Plate (Escape Room and Puzzle Venue)
A 160 by 240 mm keypad on a brass wall plate: twelve domed keys in a three by four grid, a narrow lit status window and a red state lamp. The keys are modelled proud and unmarked and nothing on it moves, because a code entry is the venue software rather than the geometry.
Puzzle Room Name Plate (Escape Room and Puzzle Venue)
The same board at 540 by 200 mm, the plate that names one puzzle room beside its door: three abstract blocks on a dark face in a brass frame, over a red rule. Unreadable by design.
Countdown Timer Display Panel (Escape Room and Puzzle Venue)
A 860 by 340 mm timer board for over a room door: six seven-segment digits and two colon dots in red on a dark face, under a brass capping. The segments are lit geometry in one fixed pose, not a readable time, and the board is bolted to the wall, so it does not move.
Hint Screen Wall Panel (Escape Room and Puzzle Venue)
A 860 by 500 mm hint screen on a wall bracket, the display a games master pushes a clue to: a bezelled case with a lit panel and a status strip, hung on a tilting head. The face is an abstract lit panel, never readable text, so it suits any theme.
Venue Signage Board (Escape Room and Puzzle Venue)
A 1.44 by 0.46 m brass framed venue sign for a corridor or a foyer: a dark face carrying five abstract blocks where the lettering would be, over a red rule. The face is deliberately unreadable, so no venue, franchise or brand is implied. Static geometry.
Leaderboard Frame (Escape Room and Puzzle Venue)
A 1.16 by 1.56 m brass framed leaderboard on a walnut ground: a header bar and nine rows of abstract name and time blocks, the leading three picked out in brass. Nothing on it is readable, so it carries no venue or person. Static geometry.
Pedal Waste Bin (Escape Room and Puzzle Venue)
A 400 mm pedal bin 660 mm tall for a foyer or a corridor: a dark drum with two brass bands, a pedal and its linkage, and a domed lid with a brass knob on its back hinge. The lid lifts and closes; the pedal linkage is fixed, because a four bar linkage cannot be rigged.
Games Master Desk with Monitor Bank (Escape Room and Puzzle Venue)
The desk a games master runs a venue from: a 1.94 m timber top on dark pedestals, a riser carrying six monitors in two rows of three, a keyboard, a gooseneck talkback microphone and one drawer on its slide. Screen faces are plain lit panels, never readable feeds.
Reset Tray with Padlocks and Keys (Escape Room and Puzzle Venue)
The tray a room is reset from: a 480 by 340 mm walnut tray with two compartments holding a pair of small combination padlocks and five loose brass keys. Everything in it is modelled where it lies and nothing moves.
Prop Store Shelving Bay (Escape Room and Puzzle Venue)
A 1 m prop store bay 2.2 m tall: a steel post frame with five timber decks, a dark back panel and twelve prop boxes with brass edged lids, plus a coil of rope on top. Its shelf ports run the bays into a wall of store; the stock is fixed.
Games Master Headset on a Hook (Escape Room and Puzzle Venue)
A talkback headset hanging on a brass wall hook: a sprung band, two padded cups and the boom arm, 300 mm overall. The lead is not modelled past the cup, because a flexible run cannot be rigged and a coiled one would date the model. Static geometry.
Venue Reception Desk (Escape Room and Puzzle Venue)
A 2.2 m walnut reception counter 1.08 m tall with a timber capping, a lower 740 mm work top behind it, a brass foot rail on the visitor side, a small screen and keyboard on the staff side and a call bell and waiver pad on the top. Static geometry.
Combination Padlock, Small (Escape Room and Puzzle Venue)
The same combination padlock at 42 mm, the size that closes a small box, a cash tin or a locker hasp. Shackle closed and static.
Waiting Area Sofa (Escape Room and Puzzle Venue)
A 1.86 m two seat waiting sofa on brass feet: a timber frame with a crowned teal seat cushion, a raked back pad and padded arms. Built for the front of house of a venue, where a group waits to be briefed. Static geometry.
Phone and Bag Locker Bank (Escape Room and Puzzle Venue)
A 900 by 1820 mm locker bank of eight cells in two columns: a steel carcass on a plinth with teal doors, vent slots, a brass lock escutcheon and a blank number plate on each. Every door is its own node, opening as one system. Ports run bank to bank.
Briefing Screen on a Wheeled Stand (Escape Room and Puzzle Venue)
The screen a group is briefed on before a game: a 1.06 by 0.64 m display in a dark case with a brass capping, on a column stand with four castors, 1.72 m overall. The face is an abstract lit panel with a status strip, never a readable briefing.
Photo Backdrop with a Frame Prop (Escape Room and Puzzle Venue)
The corner a group is photographed in: a 2.1 by 2.24 m teal cloth on a braced steel frame with an abstract block pattern on it, and an oversize brass picture frame prop leaning against the foot. The pattern carries no venue name and the frame is empty.
Drinks Vending Machine (Escape Room and Puzzle Venue)
A 940 by 1920 mm drinks machine for a venue foyer: a dark case on a steel plinth with a red header band, four shelves of plain unbranded cans behind a glazed door on its hinge, a coin fascia and a delivery tray. The door opens and closes; the stock is fixed.