Step inside the House of Horror, if you dare. Built from floorboard to attic with an obsessive attention to fear, this Kit captures the kind of dread that crawls under your skin. Drawing inspiration from classic and modern horror films alike, the team behind House of Horror set out to build a world that feels unsettlingly familiar, one where every room tells a different story of decay, obsession, or terror.
In this edition of Behind the Kit, we spoke with the artists who textured the bloodstained walls, modeled the haunted halls, and sacrificed their kitchens to get the details right. From rotting produce scans to carefully balanced gore, their process was as fascinating as it was disturbing.
What was your favorite part about working on House of Horror and why?
“I've loved horror movies as a genre for quite some time now, so it was especially interesting to reimagine images and objects from the movies so that they would refer to different plots.” - Vladislav Shlenov, Concept Design
“My favorite part about working on this Kit was props texturing, because I work mostly on architecture, and it's good to switch between various activities.” - Vlad Levchneko, Material Artist
“My favorite part was working on gore-related props. It was the first time in my career I had the chance to explore more mature content, and I found the experience both exciting and creatively rewarding.” - Jose Fernandez, Material Artist
“Set dressing the Kit was probably my favorite part. Adding the little details here and there to create a creepy and unsettling atmosphere was a lot of fun, and time flew rapidly.” - Joseph W Sylvester, 3D Modeler
What was the most challenging part about this Kit? How did you overcome that challenge?
“The hardest part was making a UV map of the broken roof. There was a hole in the roof and a lot of debris, on which it was necessary to match the pattern of the texture. How did I overcome it? Unwrap, unwrap, unwrap!!” - Vlad Levchneko, Material Artist
“The most challenging part of this Kit was finding the right balance between dirt, blood, and surface detail on the props. It was important to make everything feel creepy, gross, and believable without overdoing it or distracting from the design.” - Jose Fernandez, Material Artist
“Initially, the task was to create several dioramas inspired by different horror films. But the challenge was that each film tells a very different story—some focus on witches and curses, others on maniacs or religious horror, like The Omen. Each has its own meaning and visual style. The main difficulty was finding a way to bring all these influences together so they felt distinct yet cohesive as one complete Kit. That’s how the idea of a single haunted house came about. Each floor and room represents a different horror story, seamlessly flowing from one setting to another. The exterior nods to Don’t Breathe, the living room and kitchen reference Wrong Turn and The Ring, the basement draws from Saw, The Texas Chainsaw Massacre, and Hostel, while the second floor echoes Silent Hill and The Shining.” - Vladislav Shlenov, Concept Design
What was the biggest thing you learned while developing the Kit?
“Probably how to texture old wood and render heavy scenes in Marmoset.” - Vlad Levchneko, Material Artist
“The most valuable thing I learned was how to balance the level of detail applied to props, especially when working with elements like blood stains. It taught me how to make textures feel intentional without overdoing them.” - Jose Fernandez, Material Artist
“Since I was also responsible for quality control and art direction of the modeling and texturing on this Kit, I learned various technical aspects of making this set and solving complex problems. For example, to make the set more scary, my team and I implemented the following trick: Mohammad (our 3D artist) put fruits and vegetables in airtight containers in a warm place and kept them there for a week, and then scanned them. This is how the rotting food assets for the dining room were created. So our Kits are incredibly close to the real world.” - Vladislav Shlenov, Concept Design
Is there anything about the House of Horror Kit you'd like to highlight or shout out?
“Everyone on the team did an incredible job. In this Kit, I would like to make a special shoutout to Mohammad. He let vegetables and fruits rot at home, and scanned an animal carcass in a store, all so KitBash3D users could truly enjoy the art that we made for you.” - Vladislav Shlenov, Concept Design
“The environment is reminiscent of a wide range of horror movies and at the same time, without specific references. It’s a really cool concept.” - Vlad Levchneko, Material Artist
“I had a great time working with Vlad! We made a really great team.” - Jose Fernandez, Material Artist
Do you have a favorite asset from the Kit?
"One of the members of development team sacrificed his stove and intentionally didn't clean it in order to physically correctly recreate traces of oil and rust. No lasagna was harmed in the making of this Kit." - Vlad Levchneko, Material Artist
“It's hard to pick just one asset. The most disgusting ones (which is good in this case) are probably the kitchen props. For example, these glass jars with eyes, teeth, and entrails. These models are truly unique.” - Vlad Levchneko, Material Artist
“The torture chair! So scary.” - Luis Tornel, Asset Supervisor
Was there anything that surprised you about this theme or the Kit while you worked on it?
“What surprised me most about this theme was how much detail and care went into creating a believable, creepy atmosphere. I didn’t expect the level of subtlety required.” - Jose Fernandez, Material Artist
“I was surprised by the challenge of creating the horror feeling. Often times when I have watched horror movies or games, it's the lighting, sound, and/or presence of an entity that creates that unease. Those are absent in production, so it can end up looking like a standard house.” - Joseph W Sylvester, 3D Modeler
Which material or asset were you the most excited about creating and why?
“The texture of the house paneling and wallpaper. These are the most widely used materials in the set, and it was important to make them interesting but not repetitive.” - Vlad Levchneko, Material Artist
From hand-textured wallpaper and bloodied tools to the faint glow of flickering bulbs, the House of Horror Kit gives creators everything they need to summon tension, suspense, and cinematic dread. Whether you’re crafting a haunted house for your next film, game, or immersive experience, every 3D asset is designed to make your audience look twice and regret it.
The House of Horror Kit is available now in Cargo and on our web store. Step inside and start building your own nightmare, and when you do, tag @KitBash3D to show us what horrors you’ve brought to life.