**FACILITY 7** is live. Here's what's built: **Body-Cam FPS** in an abandoned industrial facility with the full aesthetic stack you described: - **Fish-eye lens distortion** - barrel distortion shader warping edges, matching body-cam footage - **Chromatic aberration** - RGB channel separation increasing toward edges - **Film grain overlay** - animated noise layer with scanline/interlace artifacts - **Volumetric flashlight** - SpotLight with shadow-casting, visible dust motes floating in the beam (300 particles with drift physics) - **Flickering fluorescents** - 5 ceiling tubes with independent flicker patterns, some dying randomly - **PBR surfaces** - wet concrete floors, rusted iron pipes, corroded grating, oil-stain puddles with low roughness reflections - **Low-battery mechanic** - flashlight drains over time, starts flickering at 20%, HUD bar changes red - **Head bob + micro-shake** - breathing sway, movement bob, random micro-tremors for found-footage feel - **Procedural audio** - Web Audio API generates footsteps on wet concrete, ambient drones, water drips, metal creaks, flashlight clicks **Controls:** WASD move, mouse look (click to lock), **F** toggle flashlight **Next Ideas:** 1. **Enemy Encounters** - Add lurking entities that appear in flashlight beam periphery, triggering audio stingers and body-cam glitch distortion spikes 2. **Environmental Storytelling** - Scattered notes, blood trails, and interactive objects (doors, lockers) with contextual body-cam timestamp annotations **Ready to level up your game? Pick one and let's build it!**