Wall Worm Animation & Design

Wall Worm develops pipeline tools for 3ds Max.

  • Game Design
  • Custom Tools
  • Assets & Props
  • Pipeline Optimization
  • Rapid MAXScript Solutions
  • Documentation & Video Tutorials
  • Source Engine Technical Expertise
  • Remote Consulting & Educational Demonstration

Wall Worm tools have been used by thousands of artists around the globe. Wall Worm's Source Engine pipeline has been the go-to solution for many artists and small studios for half a decade.

Game Design Tools & Resources

Get all the latest downloads at the Plugin and Script Store.

CorVex level design plugin SehllVex geometry and Brush plugin. ProPal Render To Texture Plugin Carver and Make Hollow Wall Worm Model Tools Wall Worm Sky Writer

What People Are Saying...

"I used WW extensively when I worked on maps for Tactical Intervention. In fact, when I was making our highway driving map, WW saved me countless hours." Minh Le, Co-Creator of Counter-Strike
"Just want to say thanks again for your work on the source tools, it's been so incredibly helpful I can't even begin to describe the hours you've saved me." Rick Underhill, Technical Art Director, DICE
"Man how I wish I'd had these 5 years ago!" Robert Briscoe, Environmental Artist, Dear Esther & Valve
"Wall Worm Model Tools--the best thing to happen for source engine modeling... ever." TopHATTwaffle, CSGO Operations Level Designer
"[CorVex is an] amazing tool I've been using for a long time by now. For Source Mappers, Wall Worm is your bible and Corvex is an unforgettable chapter of the holy book!" Joris Ceoen, Level Designer


Angry Teapot Level Design AwardsThe Angry Teapot Level Design Awards is a regular contest for Source Engine level design inside 3ds Max. Sponsored by Wall Worm and several other 3ds Max plugin developers, it offers an opportunity for designers to show off their work and win amazing plugins for 3ds Max.


Hammered to the MaxHammered to the Max: A Hammer User's Guide to 3ds Max is a free e-book for beginners and advanced users alike. It covers the process of using 3ds Max instead of Hammer as your level editor for the Source Game Engine.