Bifteki Taxi radioMEZE RUN
A figure silhouetted in a warm hotel doorway, rendered by the game's engine for its key art.Engine-rendered key art

Park-Suite 420 / first-person horror

Park-Suite 420

The hotel looks familiar. That is how it gets away with it.

A prompt and a hotel walk-through video supplied the starting point: cream walls, cherry panelling, patterned carpet and afternoon light. Iteration turned that recognisable place into a small horror game—six movements in a hotel that will not stay the same.

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About 7 minutes · keyboard + mouse or touch · WebGL 2 · headphones recommended
Sustained dread, a pursuing figure, sudden sounds and flashing images.

Behind the experience ↓
6 movementsA short authored horror sequence
3 material statesOne hotel ages without a scene swap
16 notesOne motif, remembered differently

Behind the experience

The almost-right details were the hardest ones.

The source records revisions to geometry, reflections, sound and movement. These are findings from the evolved build, not a claim that the first prompt produced the finished slice.

01 / Material states

Let the whole building decay together.

Sixteen materials are baked across three realities into texture arrays. A shared stage value blends between them: wallpaper, brass and wood age together. The room changes while its layout remains recognisable.

02 / Reflection geometry

The glass has its own version of events.

Rebuilding a camera from a reflected eye and forward vector negates the right vector and flips the result. The fix reflects the world transform and reverses face culling. That pass can then use a different material stage, sun and set of objects. Mirrors not selected for the live pass still draw as dark glass, rather than leaving holes in the wall.

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03 / Light

A window can cast a shadow without a shadow map.

For each fragment, the shader traces back toward the sun to the window plane and tests the opening and glazing bars. That shapes the architectural sunlight analytically. A separate shadow map handles the furniture.

04 / Score

One tune. Progressively worse memories of it.

The first two movements use room tone rather than a score. A sixteen-note music-box melody arrives only when the place begins to drift, then returns slower, inverted, detuned or on another timbre. Synthesized footsteps, plant noise and generated convolution reverb keep the sound rooted in the room.

05 / Movement

Metres per frame made a chase last eighty milliseconds.

The early pursuer closed its distance once per rendered frame. The revision gives it an absolute corridor position and speeds measured against elapsed time. The loop carries the figure through its seam with the player, so crossing the join cannot become a free escape.

06 / Asset boundary

Procedural furniture did not make a convincing person.

The figure began as lofted primitives, but improved lighting exposed the geometry's limits. A Meshy-generated rig replaced it. Conversion drops the unused texture, quantizes geometry and weights, and bakes the walk into twenty matrix frames: roughly 5.5 MB of GLB becomes 474 kB of embedded data. Rooms, materials and sound still come from code.

Engine-rendered key art of the hotel doorway and figure.
The existing key art is rendered in-engine with staged lighting, not a gameplay capture.

What this version is

A place to explore. A direction to build on.

A short authored slice, not a full hotel exploration game. Reloading starts a new visit; there is no save system. Touch controls and adaptive resolution are included, but performance varies by device. The walk-through video was a reference, not a runtime asset; it is not included in this release. The character is Meshy-generated and embedded in the build, so this is not a zero-external-assets experiment.

Controls

Step inside.

WASD or arrows to walk · mouse to look · Shift to hurry · E to interact · M to mute · Esc to release the pointer. Drag-look is available when pointer lock is refused. On touch: left thumb to walk, drag elsewhere to look, tap to interact; push the stick to its rim to hurry.

The return link above the player unloads the experience and its sound.

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