Glue pieces
Kit pieces whose job is to join other pieces, cover gaps at odd angles and bridge different kits. Bethesda built whole "glue kits" for this.
Glue pieces are kit pieces whose job is to join other pieces: they cover gaps where modules meet at odd angles, hide seams, and make transitions between different kits. The Level Design Book lists "glue" among the common module types, next to floors, walls, doorways and corners (The Level Design Book: Modular kit design).
A kit of only straight walls and 90-degree corners builds boxes. Glue pieces let the same kit build caves, ruins and anything that leaves the grid.
#Glue in a kit
The Level Design Book's gap test for a new kit asks: "do you have enough glue for interior kits with off-angle construction? essential for tunnel or cave kits" (The Level Design Book: Modular kit design). For cave kits it also lists "flanges and arches" and "shells" as module types (The Level Design Book: Modular kit design), which are glue in all but name.
Typical glue pieces, gathered from the examples in Burgess's talk and The Level Design Book (Game Developer: Skyrim's Modular Approach to Level Design; The Level Design Book: Modular kit design; The Level Design Book: Environment Art):
| Piece | What it hides or joins |
|---|---|
| Flange or arch | The gap between two tunnel pieces rotated at different angles |
| Pillar or column | A vertical seam where two walls meet off-grid |
| Platform, ledge | A height change between two kits or sub-kits |
| Rubble, rock, debris | Intersections on the floor or against walls |
| Transition piece | The join between two different kits, such as a cave and a built corridor |
#Bethesda's glue kits
Joel Burgess and Nate Purkeypile's GDC 2013 talk, written up by Burgess, describes the most developed version. In Skyrim's Ratway, hallway pieces were rotated at arbitrary angles to create organic flow, and "there is a gap created between each hallway piece" (Game Developer: Skyrim's Modular Approach to Level Design). The team "covered up this gap using an archway that follows the full curvature of the walls, ceiling and floor" (Game Developer: Skyrim's Modular Approach to Level Design). Burgess calls this the Pivot and Flange system (Game Developer: Skyrim's Modular Approach to Level Design).
Later, Bethesda generalised the idea. Burgess writes that platform kits "are a specific example of what we've started to call 'Glue' kits", which "are essentially made with kit-bashing in mind" and "exist primarily to create transitions between multiple kinds of kits and sub-kits" (Game Developer: Skyrim's Modular Approach to Level Design). Glue becomes a kit of its own, shared across many others. See kitbashing.
#Related terms
modular kits · kitbashing · grids and metrics · set dressing and art passes · showcase (warehouse) map
#Further reading and watching
References
- · Modular kit design · The Level Design Book · web · accessed 2026-10-21
- · Skyrim's Modular Approach to Level Design · Game Developer (from GDC 2013 Level Design in a Day), 2013 · article · accessed 2026-10-21
- · Environment Art · The Level Design Book · web · accessed 2026-10-21
- · Building Huge Open Worlds: Modularity, Kits & Art Fatigue · 80 Level, 2018 · article · accessed 2026-10-21
- · Fallout 4's Modular Level Design · YouTube (GDC Festival of Gaming), 2016 · talk · accessed 2026-10-21
Pages that link here
- Showcase (warehouse) map Key term
- Modeling rocks, trees and terrain pieces Topic
- Art fatigue Key term
- Planning a portfolio piece Guide
- Exercise: a modular room Exercise
- A 12-month learning roadmap Guide
- Game art breakdowns: a curated library Reference
Last updated 2026-10-22