
OVERTIME
Working late. Someone else is in the building.
How we made it
Visuals: Low-poly models, affine texture warping, vertex jitter shaders, and a 720p internal downscale recreate the authentic PSX aesthetic under harsh fluorescent lighting.
Layout: A modular corporate floor divided into four alphanumeric zones (A1–D4), featuring narrow cubicles, interconnected utility vents, and locker hiding spots.
Stalker AI: Intruders patrol navmesh waypoints using raycast sightlines and an acoustic listener. Sprinting or phone vibrations trigger physical noise events that lure them, while crouching suppresses sound.
Phone UI: Raised by holding Tab to read diegetic SMS messages from “Nasir,” which creates screen glare, lowers movement speed, and increases visibility.
Longest task: Calibrating first-person arm rig transforms and interaction alignment.
Credits
- BAGMAN PSX Character by Aredius (Daniel Arias) — Custom Game License
- VNB Low Poly Office Set v1.1.0 by VNB-Leo (AgusVLeonel) — Game Project License
- PSX First Person Arms Free — Free Game Asset License






