A Roman arena with tiered stone seating, a three-tier arcaded facade, underground rooms and a market plaza. 226 modules, 101 props, opening doors and a lift. Unity 6.3 URP.An oval sand arena ringed by tiered stone seats. The outer wall carries three tiers of arches with vaulted galleries behind and an attic level on top. There is a main gate, a box for VIPs, and below the arena a network of corridors, holding rooms and armouries. Outside, a cobbled plaza with market stalls leads into the surrounding streets.The corridors and plaza are dressed with 101 props: stall tables and goods, a water trough, crates, barrels, chests, helmets, shields, tools leaning on walls and cloaks on pegs. Doors open, a lift platform rises, flags and awnings move in the wind and lanterns change brightness.FeaturesAssembled scene: arena, seating, arcaded facade, gate, VIP box, underground rooms, market plaza, surrounding buildings226 bevelled modules: arches, walls, floors, seats, stairs, doors, grates, awnings, furniture, weapons, barrels, crates101 placed props in the plaza and corridorsScanned CC0 paving and grass; grass clumps, flowers, dirt paths and cart rutsDecals for floor wear, puddles and torch soot; SSAO and post-processingOpening doors, lift, wind-animated flags and awnings, lanternsFirst-person demo through the arena and undergroundNo characters includedRender pipeline: URP (Unity 6000.3 LTS)Number of textures: 369 image assets, including lightmaps and probesTexture dimensions: 64 x 64 to 4096 x 4096 px; most common 1024 x 1024 pxPolygon count: entry arch 216 tris; service stair 240 tris (LOD0)Minimum polygon count: 12 tris (LOD0 kit meshes)Maximum polygon count: 52,008 tris (LOD0 kit meshes)Number of meshes/prefabs: 5,367 FBX geometries including LOD, collision and scene meshes; 247 prefabsRigging: NoAnimation: Doors, lift, wind on banners and lamp flicker are driven by scriptsUV mapping: Two UV channels on 255 kit LOD0 meshesLOD information: LOD1 and LOD2 for 248 kit meshesMaterials and texture maps: Base colour, normal, metallic/gloss and AOCollision: UCX meshes in kit FBXs; MeshColliders in prefabs and scenesDemo: WASD and mouse; E opens doors; F operates the liftChatGPT (OpenAI) image generation was used for planning references (not included) and for parts of the stone, sky, fabric and sand-mark images, which were then made tileable and colour-matched by script. OpenAI Codex and Anthropic Claude were used as coding assistants for the build scripts. No AI-generated 3D models are included. The plaza paving, grass and added props are CC0 scans from Poly Haven and ambientCG.


