A place with a rhythm.
Shopfronts open onto long streets. Projecting timber rooms break the roofline. The landmark gives the neighborhood its scale and direction.



Built to be explored.
Orbit the full-detail GLB model, then take the editable source into your own pipeline. The browser preview uses its own lighting.


Rooted in a real place.
The Süleymaniye quarter belongs to UNESCO’s Historic Areas of Istanbul. Photographs informed the architecture; reviewed concept sheets shaped an original game interpretation.
Read the UNESCO overview ↗- 01Study real streets and architectural sources.
- 02Review concept sheets and record discrepancies.
- 03Model, texture, render and measure the result.
The scene. The source. Yours to inspect.
A source package for artists and developers: the Blender scene, game meshes, textures, rebuild scripts, references and technical notes.
Download complete packageSource attribution and texture provenance are included. Consult them before redistributing reference material.
Know what you are opening.
Mobile budgets, measured honestly
The LOD0 design ceiling is 150,000 triangles. The shared atlas uses three 2K maps; actual triangle counts and the RGBA8 texture estimate appear above when the scene audit is available. These figures are not a device FPS measurement.
An artistic reconstruction
The landmark is interpreted from architectural references. Houses and street positions form an invented neighborhood. This is not a surveyed digital twin or a claim of exact historical accuracy.
Engine setup and source boundaries
GLB geometry needs your engine’s lighting, materials check, collision setup and device profiling. House assets are exterior shells with opaque decorative glazing. Blender render lighting does not automatically transfer to the game. Reference images retain their source attribution.
