How I built it
• Rive CLI: the scene is RML generated from a script, checked with rive --verify, published from the terminal, and pushed to the editor.
• GPU Canvas (WGSL): a raycast house with fog and a plaster ceiling, raymarched 3D creatures, sound-echo rings, film grain, and depth of field.
• Scripting, Data Binding, and State Machines: Luau game logic, an AI scare director that stages blackouts, knocks, and the turn-around face, and a live HUD with hearts, battery, and a waypoint.
• Human touch: I art-directed every creature through rebuild after rebuild (the Listener took five versions), tuned the scares and pacing by hand, and adjusted the title in the Rive Editor myself (shown in the video).