
Loading scene
Walkable demo
Sunken City and Underwater Ruins
Walk a drowned city on the seabed: a temple precinct with its colonnade, a mosaic plaza, a collapsed street of arches and doorways, a shipwreck site with its chain and anchors, and a hoard, all overgrown with kelp and coral.
About
What is placed
A drowned city on the seabed, 60 m by 46 m, walked as one loop. It is deliberately unnamed and the carvings on it are abstract: nothing here is a real place, a real people or a story you already know.
The temple precinct is the first thing you meet. A raised platform carries a colonnade of standing columns with one toppled across the floor between them, drum stacks and broken capitals where the rest came down, relief panels at the far end, a statue base with its torso beside it, and the pediment that spanned the front broken in two. Braziers flank the steps down to the plaza, where cracked paving gives way to a mosaic plate, the sundial plinth, a fountain basin, a well mouth and two obelisks on stepped plinths.
West of the plaza a collapsed street runs between two frontages four metres apart: wall runs intact and fallen, doorway frames, and arch sections whole and broken that you walk under. Behind the west frontage a whole block has come down into rubble, drums and toppled columns. North of the city the ruin thins out into a rubble field of column stumps, a broken arch and the last of the wall line.
East of the plaza the ground falls away to the wreck site: two hull sections, rib sets, mast stumps, a rudder, anchors and chain runs, with waterlogged cargo crates spilled down the slope. The hoard lies between the wreck and the city, a buried chest with its lid, scattered coins and amphorae upright, toppled and piled.
Marine growth is worked across the whole floor rather than gathered into beds: 23 kelp stands, sea fans, three kinds of coral head, anemones, barrel sponges, barnacle crusts, sea grass, urchins, starfish and clams, so no part of the ruin reads as bare silt. Bubble columns, light shaft plates and fish shoal plates are placed as accents, a few of them, never a grid.
534 placements of all 54 models in the pack, about 1.4 MB of GLB in all.
A seabed, not a simulation
The demo viewer walks a ground plane under a sky. It is not simulating water, and nothing here pretends it is: the walk presents the ruins as a walkable seabed floor, and the underwater reading comes from the pack's own content and the scene colouring, the blue green sky and the pale silt ground. A consumer drops these models into their own engine and lights and fogs them as underwater there, with a caustics pass and a water volume this viewer has no way to show. Everything stays at seabed level for the same reason: the walk has no vertical movement, so the standing columns, the obelisks and the arches are silhouette you look up at, never something you swim over.
What moves
Almost nothing, and that is the point. A doorway leaf on the street opens and closes, the treasure chest lid opens, and the crystal clusters on their plinths turn. Three of the 54 models carry clips and all three stand beside the walk. A ruin is a place where the mechanisms have already stopped, so a pack of it having three moving parts is correct rather than an omission: what a consumer wants from these models is silhouette, wear and the way the pieces tile.
What does not move, and why
Kelp, sea fans, sea grass, the bubble columns, the light shafts and the water itself are static geometry. Flexible material, fluid and light each need a joint per element or a shader to move, and neither is reachable with the single rigid node transform this library animates with; a faked version would cost a consumer more than it gives. The pack has no creatures: the urchin, the starfish and the clam are static props, and the fish shoal is a flat decorative plate, not a shoal that swims. There are no people anywhere, because there are no skinned meshes in this library at all.
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 temple precinct
The platform still carries its colonnade. Six columns stand, one lies where it fell across the floor, and the pediment that spanned them is broken in two at the north end.
Standing Column (Sunken City and Underwater Ruins)The mosaic plaza
Below the steps the paving gives way to a mosaic plate, the sundial plinth and a fountain basin. The crystal cluster on the plinth is the one thing here that still turns.
Glowing Crystal Cluster (Sunken City and Underwater Ruins)The collapsed street
Two frontages face each other across four metres of cracked paving. Wall runs, doorway frames and arch sections are modular, so a longer street is a matter of repeating them.
Doorway Frame (Sunken City and Underwater Ruins)The wreck site
A hull section, rib sets, a mast stump, a rudder, anchors and chain runs, with waterlogged cargo crates spilled down the slope towards the ruins.
Shipwreck Hull Section (Sunken City and Underwater Ruins)The hoard
The chest opens. Coins, amphorae upright, toppled and piled lie where the cargo came apart between the wreck and the city wall.
Buried Treasure Chest (Sunken City and Underwater Ruins)Growth over stone
Kelp, sea fans, coral heads, anemones, sponges, barnacle plates and sea grass are placed across the whole floor, so no part of the ruin reads as bare silt.
Kelp Frond Cluster (Sunken City and Underwater Ruins)
Use with an AI agent
Copy this prompt into your AI chat to rebuild the layout, then describe what to change.
Rebuild the "Sunken City and Underwater Ruins" demo scene from the Sunken City and Underwater Ruins pack in my project. Layout (JSON, every placement with its CDN URL): https://3dassets.dev/api/v1/demos/sunken-city-and-underwater-ruins Pack manifest: https://3dassets.dev/api/v1/packs/sunken-city-and-underwater-ruins Demo page: https://3dassets.dev/demos/sunken-city-and-underwater-ruins - 529 placements of 54 models; units are metres, +Y up, rotation is yaw in degrees about +Y - Spawn at (0, 0.2, 20.6) facing 180 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 Sunken City and Underwater Ruins with my AI development tools?
How do I get started?
Which game engines and tools can I use Sunken City and Underwater Ruins with?
How do I import this scene into Unity, Godot, Unreal or Blender?
Can I use Sunken City and Underwater Ruins 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
Silted Floor Module (Sunken City and Underwater Ruins)
Four metre silted seabed module with soft drifts and scattered pebbles, bed surface at Y 0.18 m.
Sand Drift Module (Sunken City and Underwater Ruins)
Four metre seabed module with a long diagonal sand drift about 0.3 m proud of the bed, for burying the foot of a wall or a wreck.
Cracked Paving Module (Sunken City and Underwater Ruins)
Four metre paving module of sixteen worn slabs on a 1 m pitch, two lifted out and two tipped, with silt and weed in the open joints.
Mosaic Floor Plate (Sunken City and Underwater Ruins)
Four metre mosaic module: a 3.3 m field of tesserae in concentric abstract bands with tiles missing, laid over the shared silt bed.
Stone Step Module (Sunken City and Underwater Ruins)
Four metre stepped terrace module: three 0.3 m steps climbing one bay to a landing at Y 1.16 m, on the shared silt bed.
Temple Platform Module (Sunken City and Underwater Ruins)
Four metre temple platform module in two coursed courses with a slab deck at Y 1.16 m, matching the stepped terrace so a raised precinct can be any size.
Wall Run Intact (Sunken City and Underwater Ruins)
Four metre coursed wall run 2.44 m tall and 0.62 m thick with a weathered capping course, for the precincts of the city.
Wall Run Collapsed (Sunken City and Underwater Ruins)
Four metre wall run brought down to two courses with a 2.4 m stub at one end and its fallen blocks spread on the seabed either side.
Doorway Frame (Sunken City and Underwater Ruins)
Four metre wall bay with a 1.72 by 2.3 m doorway, a carved lintel band and one timber and bronze leaf that swings on its jamb.
Rubble Pile (Sunken City and Underwater Ruins)
Heap of broken masonry about 2.4 m across and 0.8 m high in two stones with a patch of weed, for the foot of any collapse.
Barnacle Crust Plate (Sunken City and Underwater Ruins)
Barnacle crust plate 1.8 by 1.4 m and 0.13 m thick, forty four shells of mixed size on a dark rock skin, to lay over stone or a wreck.
Sea Fan (Sunken City and Underwater Ruins)
Branching sea fan about 1.5 m tall and 1.4 m across in one plane, on a small rock foot; five orders of branches, no leaves.
Coral Head Domed (Sunken City and Underwater Ruins)
Domed brain coral head 1.7 m across and 1.1 m tall, the surface broken into fourteen lobes with two darker patches.
Kelp Frond Cluster (Sunken City and Underwater Ruins)
Cluster of six kelp stipes 2.4 to 3.4 m tall on one holdfast, each carrying four bladed fronds, modelled standing as if in a slow current.
Standing Column (Sunken City and Underwater Ruins)
Standing column 3.9 m tall on a 0.84 m base, a tapered shaft under a block capital and abacus, with coral and weed taken hold of one side.
Column Drum Stack (Sunken City and Underwater Ruins)
Stack of four column drums standing 1.75 m and settled out of true, the joints open and coral started on one face.
Amphora Upright (Sunken City and Underwater Ruins)
Storage amphora 1 m tall standing in a silt cushion, two handles at the shoulder and a spot of coral on the belly.
Toppled Column (Sunken City and Underwater Ruins)
Column gone over and broken into three lengths of shaft with its capital thrown clear, about 4.7 m end to end on the seabed.
Statue Base (Sunken City and Underwater Ruins)
Moulded statue base 1.7 m square and 1.2 m tall with an abstract carved panel and the broken feet of the figure still on the top.
Fallen Statue Torso (Sunken City and Underwater Ruins)
Draped statue torso 2.1 m long fallen on its side and broken at the neck, arms and waist, with weed growing over one shoulder.
Stone Brazier (Sunken City and Underwater Ruins)
Three legged stone brazier 1.1 m tall, the bowl full of coals still glowing under the water in the pack emissive blue.
Amphora Toppled (Sunken City and Underwater Ruins)
Storage amphora gone over on its side in the silt with a shard broken off the neck, 1.1 m end to end.
Sea Grass Patch (Sunken City and Underwater Ruins)
Patch of sea grass about 2 m across and 0.9 m tall, forty blades leaning at their own angles out of a low silt bed.
Starfish (Sunken City and Underwater Ruins)
Five armed starfish 1.1 m across and 0.12 m thick, arms tapering and curling a little at the tips, static with no rig.
Coral Head Plate (Sunken City and Underwater Ruins)
Plate coral 1.9 m across: four thin shelves stepping up a rock core, each tilted its own way to catch the light.
Broken Pediment (Sunken City and Underwater Ruins)
Broken pediment fragment 3.7 m wide leaning on the seabed, one raking cornice left and an abstract carved band along the tympanum.
Stepped Plinth (Sunken City and Underwater Ruins)
Three tier stepped plinth 2.2 m square and 0.9 m tall in coursed blocks, for standing a statue, an obelisk or a brazier on.
Obelisk (Sunken City and Underwater Ruins)
Square obelisk 4.97 m tall on its own base, tapering from 0.72 to 0.46 m under a pyramidion, with abstract carved bands on all four faces.
Weathered Relief Panel (Sunken City and Underwater Ruins)
Carved wall panel 2.5 m wide and 2 m tall standing on its own footing, the face worn and one top corner gone, with coral at its foot.
Sea Urchin (Sunken City and Underwater Ruins)
Sea urchin 0.55 m across including spines, a small dark test under twenty six straight spines, static with no rig.
Anemone Cluster (Sunken City and Underwater Ruins)
Four anemones on one rock, 1.5 m across, each a short column under a crown of nine blunt tentacles, modelled open.
Barrel Sponge (Sunken City and Underwater Ruins)
Barrel sponge 1.1 m across and 1.56 m tall, the wall ribbed down its length and the mouth open and dark.
Coral Head Branching (Sunken City and Underwater Ruins)
Branching staghorn coral 1.6 m tall on a dark rock foot, three main stems dividing four times to rounded tips.
Light Shaft Plate (Sunken City and Underwater Ruins)
Shaft of daylight 5.7 m tall leaning about twelve degrees, three crossed translucent blades with a pool of light where it lands.
Fish Shoal Plate (Sunken City and Underwater Ruins)
Decorative shoal plate: twenty six flat fish forms on two crossed cards, about 3.2 m wide and 1.9 m tall, for hanging over a ruin.
Glowing Crystal Cluster (Sunken City and Underwater Ruins)
Cluster of nine lit crystal spires up to 1.1 m tall on a turned stone plinth, the cluster turning slowly on its mount.
Fountain Basin (Sunken City and Underwater Ruins)
Octagonal fountain basin 3.2 m across with a silted floor, a moulded rim and a turned centre pedestal, weed taken root in the bowl.
Sundial Plinth (Sunken City and Underwater Ruins)
Turned stone sundial plinth 1.46 m tall with a dished dial, twelve cut hour marks and a fixed bronze gnomon.
Well Mouth (Sunken City and Underwater Ruins)
Round well head 1.72 m across and 1 m tall, the kerb worn into hollows and the shaft below it dark and open.
Mast Stump (Sunken City and Underwater Ruins)
Broken lower mast 3.1 m tall in its silt mound, an iron band round the heel, a cross spar still shipped and the head splintered.
Scattered Coins (Sunken City and Underwater Ruins)
Spill of about fifty struck coins over a low silt patch 1.4 m across, a few of them stacked, faces left blank.
Amphora Pile (Sunken City and Underwater Ruins)
Cargo of five storage amphorae spilled into a heap 2.2 m across, four on their sides and one still upright on top.
Cargo Crate Waterlogged (Sunken City and Underwater Ruins)
Waterlogged cargo crate 1 m square with sprung boards, an iron banded frame, the lid slipped off and weed on the corner.
Broken Column Capital (Sunken City and Underwater Ruins)
Column capital and abacus tipped on the seabed with a short length of shaft still attached, 1.6 m across.
Giant Clam (Sunken City and Underwater Ruins)
Giant clam 0.95 m across with both ribbed valves held ajar and a soft mantle between them, resting in its own silt hollow.
Bubble Column (Sunken City and Underwater Ruins)
Rising column of thirty bubbles 3.2 m tall, widening as it goes, over a small dark vent in the seabed.
Arch Section Intact (Sunken City and Underwater Ruins)
Standing arch 4.6 m wide and 4.6 m tall on two piers, with nine cut voussoirs on a true semicircle and weathered impost blocks.
Arch Section Broken (Sunken City and Underwater Ruins)
Half fallen arch: one pier standing with four voussoirs still springing from it, the other snapped at 1.35 m, the rest heaped on the seabed.
Shipwreck Hull Section (Sunken City and Underwater Ruins)
Section of a wooden hull about 8.6 m long lying over on the seabed, keel and nine frames intact, one side still planked and the other stripped.
Wreck Rib Set (Sunken City and Underwater Ruins)
Five broken hull frames standing out of a silt mound 4 m across, leaning apart as the ship settled, with coral on the low ends.
Ships Rudder (Sunken City and Underwater Ruins)
Ship rudder 2.5 m tall leaning where it fell, its three pintles and gudgeon straps still on the leading edge.
Ships Anchor (Sunken City and Underwater Ruins)
Stocked iron anchor about 2.3 m long fallen on its side in the silt, one fluke buried and coral started on the shank.
Chain Run (Sunken City and Underwater Ruins)
Run of eighteen heavy chain links lying interlocked in a slack curve about 2.9 m long, half sanded over.
Buried Treasure Chest (Sunken City and Underwater Ruins)
Bound timber chest 1.2 m long sunk to a third of its depth in the silt, with a coopered lid that lifts on its hinge and coins spilled at the front.