Night Shift
One puck, two guards, one way out. Stay out of their sight fans, keep your footsteps quiet, and reach the green exit.
An archive room after hours. Two guards walk their patrols with visible sight fans, and the HUD shows how close each one is to confirming you. Crouch to move quietly, run when you must, and use the single brass puck to pull a guard away from the route you need.
Detection depends on distance, angle, how long you have been visible and how you are moving, so a glimpse at the edge of a fan is not the same as standing in it. Guards investigate a noise, search nearby, then go back to their rounds.
Built from a prompt
How it was built
The brief this demo started from, and what the AI did with it inside the editor.
The brief, in short:
Build a stealth demo: a single room with two patrolling guards who can see and hear, a player who can crouch, walk and run with different noise, one throwable distraction, and an exit to reach. Show the player what the guards perceive.
The agent laid out a 22 by 18 metre archive room from 192 cubes, read every dimension back from the server and corrected the 32 that were wrong, then kept the final geometry as a checked manifest. The guards' sight fans and the noise rings are small GLB meshes generated by a Python script; the concrete grain and painted-steel wear maps come from another; the alert, suspicion, footstep and success sounds are procedural stingers from a third.
- The stealth rules script owns perception, navigation, the HUD, capture and retry. A capture freezes the scene and tells you which guard confirmed you, at what distance and angle, after how long, and whether you were crouching, walking or running.
- Guards investigate a reachable point near a blocked sound and return to patrol after searching.
- The 157 decorative trim cubes are stationary sensors the gameplay rays ignore, which took a test run from 369 physics contacts down to 4 and stopped characters from being bumped into the air.
It wrote 19 rule scenarios with mocked physics, ran the real physics simulation to confirm grounded movement speeds, and filed five support tickets about the editor along the way, including one for deterministic headless physics tests.
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