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HouseBuilder — Building Kits Fast Enough to Iterate

ToolingEngineering

Context / The Problem

I needed to create a lot of architecture for Island Crossing, but searching 3D asset marketplaces was a pain. Most assets didn’t fit the style, weren’t optimized, or were too expensive. Traditional 3D tools like Blender or UE are powerful, but they’re not built for fast, architecture-specific workflows. I wanted something that felt more like The Sims—where the building blocks are walls, roofs, doors, and windows, not just cubes and spheres. I wanted to make game-ready assets in minutes, not hours or days.

A Frame BuildA Frame Build

UEFN Side by SideUEFN Side-by-Side Comparison


The Solution (What it Does)

HouseBuilder is an app I built to make generating architecture assets fast and easy. It speaks the language of architecture—walls, floors, roofs, doors, windows—so I can design buildings the way I think about them. It exports optimized, game-ready models with UVs and materials, ready to drop into UEFN. I even recreated an A-Frame I bought online, but with a fraction of the triangles and way more flexibility.

DoorsSelecting and placing doors


User Story (How I Use It)

I open HouseBuilder, pick a style preset, and adjust a few parameters—footprint, height, roof type. I hit generate, and I get a new building variation. I can drop it straight into the scene and iterate immediately. Instead of spending hours tweaking meshes, I can try out ideas in minutes. The workflow feels more like playing than grinding.

WindowsAdjusting window layouts


What it can do today (Draft Scope)

  • Generate architecture assets with real-world constraints
  • Fast iteration and style exploration
  • Exports optimized, game-ready models (with UVs/materials)

Edit MaterialReal-time material editing

What it intentionally isn’t

  • A one-click “make art” button
  • A replacement for an environment artist

It’s a force multiplier for my workflow.

SubmenusContextual menus for components


Media to add later

  • Parameter panel screenshot
  • “Adjust footprint → regenerate” GIF
  • A grid of generated variations

Summary

What it solves for me:

  • Cuts iteration cost so I can explore more.
  • Turns modular rules into a repeatable workflow.

What I’ve learned:

  • The best procedural tools are constraint systems, not randomness.
  • Speed changes taste: when iteration is cheap, you try better ideas.