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PLAYABLE DEMO · UNITY WEBGL

Hollowmere

// FIRST-PERSON DETECTIVE EXPERIENCE · UNITY 6 · URP · WEBGL
Unity 6URP 17.4WebGLC#Baked LightingAtmospheric
Hollowmere — gameplay trailer
Hollowmere — The entrance hall keypad, lit beside a family portrait
Hollowmere — The living room at night — fireplace, bookshelves and a family portrait above the mantel
Hollowmere — The in-game map panel showing the baked ground-floor plan with room labels and a player marker
Hollowmere — A dresser with framed family photographs, the birthday photograph prompt showing
Hollowmere — A kitchen table with a set of keys and a folded document beside a reading lamp
Hollowmere — A shelf of crockery and a brass candlestick with the office key prompt showing
Hollowmere — A kitchen drawer open on a ceramic fuse
Hollowmere — The inventory panel showing the office key, fuse and an amethyst, with the amethyst's description
Hollowmere — A cold, moonlit landing outside the home office with the unlock prompt showing
Hollowmere — The home office desk under a warm lamp — monitor, ledgers, papers and a framed photograph
Hollowmere — The office safe keypad in close-up, its display lit cyan
Hollowmere — The examine view — a brass wind-up key rotating above its evidence card
Hollowmere — The girl's bedroom — a music box on a desk under a warm lamp against magenta walls
Hollowmere — The basement in near-darkness, the flashlight picking out a fuse box on a brick wall
Hollowmere — The journal panel — the full case-note list, every entry stamped solved
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PLAY HOLLOWMERE
🖥Desktop only — this Unity WebGL build needs a keyboard and mouse.
← All Projects~64 MB Brotli build
ENGINE
Unity 6000.4.6f1
PIPELINE
URP 17.4 · WebGL
BUILD SIZE
64 MB Brotli
SCOPE
15-20 min vertical slice

A cold-case detective spends one last night inside a sealed suburban house before its demolition, and finds out the abduction the police chased for fifteen years has more to it than meets the eye. Built as a vertical slice demonstrating lighting, audio and environmental storytelling rather than combat or chase mechanics.

The Idea

Hollowmere is a first-person detective exploration demo where you as the player navigate a sealed suburban house. The house has secrets. Everything that generates tension comes from lighting, audio and pacing and is based on discovery and progression.

The player is DS Morgan, working a fifteen-year-old missing-child case. Multiple rooms, set objectives, a detective journal, a map of the house, an inventory and a flashlight are what he has at his disposal. Many items, clues and environmental details help uncover the truth.

You have until morning to solve the case.

Under The Hood

LIGHTING
Baked Indirect mixed lighting, GPU Progressive lightmapper, Adaptive Probe Volumes, one box-projected reflection probe per room, real-time lights at certain points for flickering effects.
POST-PROCESSING
ACES tonemapping, cool-shifted colour adjustments, vignette, film grain, and low-threshold bloom so only practicals bloom. A local volume in the basement.
AUDIO
Two-layer ambient bed crossfaded per zone, per-room reverb zones, surface-switching footsteps, and randomised stingers played at real world positions rather than 2D stereo.
SYSTEMS
Multiple managers - puzzle, journal, objective, inventory, examine, presence director, cutscene player. Plus an editor tool that fires any beat on demand so a moment can be iterated without replaying the house.
INTERACTION
Raycast interactor with four authored reticle states: dot, ring, magnifier, key, so a locked door reads as locked before you try the handle. Examine view with a rotating object and a description card. Inventory and journal are both scrollable lists.
UI
Modal state machine over four tabbed panels (objectives, map, journal, inventory) with a shared tab strip, hand cursor driven by a per-frame raycast, and its own UI sound voice.

Where It Stands

The slice is playable start to finish in a browser across 3 floors and 15 rooms. Keypad codes are discoverable purely from documents found in the house.

It is a vertical slice, which is a section of a complete game rather than a prototype. The aim of this experience is to showcase my storytelling, level design skills and overall user experience capabilities.

WALK THROUGH IT.
Runs in the browser — no download, no plugin, no account. Best with headphones and the lights off.
PLAY HOLLOWMERE
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