Project Name: Not Done Yet
Inspiration After competing in my first hackathon, I knew I wanted to return and build something truly competitive. I was inspired by pure environmental storytelling—the idea that a low-poly world can tell a deep story without words. I wanted to transform a simple graveyard into a haunting, interactive world driven by atmosphere and sound.
What I Learned Spatial Audio: How 3D trigger zones guide player exploration naturally without UI. Lighting Dynamics: Using fog, contrast, and subtle emission to build mood on low-poly assets. Pacing & Scope: Refining past concepts to focus on high-impact polish over sheer size.
How I Built It I constructed the world in Meta World Editor using modular assets and interactive triggers, while using Google Gemini to refine the spatial mechanics, math formulas, and narrative pacing.
Challenges Faced Visibility vs. Mood: The atmosphere was initially too dark. I added subtle emissive flora and spectral trails to guide navigation. Upgrading an Old Concept: Pushing past my original demo meant stripping out static props and forcing every zone to have reactive audio or visual feedback.
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