HR WORLD: FLOOR 4 — HUMAN RESOURCES A browser-native open-world office theme park for VIVERSE · Desktop + Mobile + WebXR (Meta Quest) + PlayStation controller
One floor of a corporate tower, and the morale-budget fever dream bolted onto it — a 200-meter building where the break room opens onto a bowling alley, the arcade backs onto a 34-meter ferris wheel, and somewhere past Executive Karting there is a roller coaster nobody approved. Running entirely in a browser tab from a single HTML file.
THE GAME
One door in: CLOCK IN, and the whole park is yours — every attraction open, nobody keeping score, nothing gated behind a checklist. Fifteen physical attractions you walk to and operate: ten-pin bowling (regulation 18.29m lanes), foosball (real 13-a-side rod layout), ping-pong, air hockey, skee-ball, pool, darts, arcade basketball, bumper cars, go-karts, a roller coaster, a ferris wheel, laser tag, paintball, and a cinema. A 20-cabinet arcade — Data Snake, Budget Rocks, Middle Managers, Turbo Circuit 3D, Retention Policy, Internal Audit and fifteen more — each a complete game on a scaled 4:3 panel. A staffed building: NPCs with articulated walk cycles who path through the halls, take the rides, play the tables, and can be talked to — without ever body-blocking the thing you came to use. A hands-off attract mode: press T (or go idle) and a directed camera tour flies the park with lower-third captions — built to demo itself.
WHY IT FITS VIVERSE
WebXR-native, not ported: full immersive support with hand-swung paddles (swing the bat by moving your hand), an articulated VR hand, in-headset prompts, snap turn, and an in-world floating directory — because DOM overlays don't exist inside a headset. Four input worlds, coexisting: keyboard/mouse, full mobile touch (dual sticks, D-pad option, on-screen fast travel), PlayStation controller (spatial menu navigation, response-curved aim, and drift-proof sticks — an armed-input gate plus self-healing calibration), and Meta Quest controllers. Embed-hardened: pointer-lock refusal inside the platform iframe is detected once and mouse look falls back to drag — no input path can be taken away silently by the hosting context. Zero-friction distribution: one file, one link. If it can open a webpage, it can play the park.
TECH NOTES
Single-file build (~1.2 MB, ~24,600 lines): three.js rendering with every model, texture, room, and sound generated procedurally in code — the only import is the pinned three.js module itself. Per-room live light culling ranked by actual photometric contribution (budget: 12 lights flat, 10 in VR where the scene renders twice), static-baked sun shadows, quality presets scaling from phones to standalone headsets. Built-in capture: F9, SHARE on a pad, or the on-screen ● button records the game's own render at 60fps, with the game's audio tapped straight off its master buses, to a .webm that downloads itself — deliberately exempt from every other key handler, so it can film the attract reel hands-off. The launch trailer was shot with it. Swept collision against a sealed, height-audited floor plan; a regression harness (114 checks) guards every shipped fix.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.
HR WORLD: FLOOR 4 — HUMAN RESOURCES A browser-native open-world office theme park for VIVERSE · Desktop + Mobile + WebXR (Meta Quest) + PlayStation controller
One floor of a corporate tower, and the morale-budget fever dream bolted onto it — a 200-meter building where the break room opens onto a bowling alley, the arcade backs onto a 34-meter ferris wheel, and somewhere past Executive Karting there is a roller coaster nobody approved. Running entirely in a browser tab from a single HTML file.
THE GAME
One door in: CLOCK IN, and the whole park is yours — every attraction open, nobody keeping score, nothing gated behind a checklist. Fifteen physical attractions you walk to and operate: ten-pin bowling (regulation 18.29m lanes), foosball (real 13-a-side rod layout), ping-pong, air hockey, skee-ball, pool, darts, arcade basketball, bumper cars, go-karts, a roller coaster, a ferris wheel, laser tag, paintball, and a cinema. A 20-cabinet arcade — Data Snake, Budget Rocks, Middle Managers, Turbo Circuit 3D, Retention Policy, Internal Audit and fifteen more — each a complete game on a scaled 4:3 panel. A staffed building: NPCs with articulated walk cycles who path through the halls, take the rides, play the tables, and can be talked to — without ever body-blocking the thing you came to use. A hands-off attract mode: press T (or go idle) and a directed camera tour flies the park with lower-third captions — built to demo itself.
WHY IT FITS VIVERSE
WebXR-native, not ported: full immersive support with hand-swung paddles (swing the bat by moving your hand), an articulated VR hand, in-headset prompts, snap turn, and an in-world floating directory — because DOM overlays don't exist inside a headset. Four input worlds, coexisting: keyboard/mouse, full mobile touch (dual sticks, D-pad option, on-screen fast travel), PlayStation controller (spatial menu navigation, response-curved aim, and drift-proof sticks — an armed-input gate plus self-healing calibration), and Meta Quest controllers. Embed-hardened: pointer-lock refusal inside the platform iframe is detected once and mouse look falls back to drag — no input path can be taken away silently by the hosting context. Zero-friction distribution: one file, one link. If it can open a webpage, it can play the park.
TECH NOTES
Single-file build (~1.2 MB, ~24,600 lines): three.js rendering with every model, texture, room, and sound generated procedurally in code — the only import is the pinned three.js module itself. Per-room live light culling ranked by actual photometric contribution (budget: 12 lights flat, 10 in VR where the scene renders twice), static-baked sun shadows, quality presets scaling from phones to standalone headsets. Built-in capture: F9, SHARE on a pad, or the on-screen ● button records the game's own render at 60fps, with the game's audio tapped straight off its master buses, to a .webm that downloads itself — deliberately exempt from every other key handler, so it can film the attract reel hands-off. The launch trailer was shot with it. Swept collision against a sealed, height-audited floor plan; a regression harness (114 checks) guards every shipped fix.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.
HR WORLD: FLOOR 4 — HUMAN RESOURCES A browser-native open-world office theme park for VIVERSE · Desktop + Mobile + WebXR (Meta Quest) + PlayStation controller
One floor of a corporate tower, and the morale-budget fever dream bolted onto it — a 200-meter building where the break room opens onto a bowling alley, the arcade backs onto a 34-meter ferris wheel, and somewhere past Executive Karting there is a roller coaster nobody approved. Running entirely in a browser tab from a single HTML file.
THE GAME
One door in: CLOCK IN, and the whole park is yours — every attraction open, nobody keeping score, nothing gated behind a checklist. Fifteen physical attractions you walk to and operate: ten-pin bowling (regulation 18.29m lanes), foosball (real 13-a-side rod layout), ping-pong, air hockey, skee-ball, pool, darts, arcade basketball, bumper cars, go-karts, a roller coaster, a ferris wheel, laser tag, paintball, and a cinema. A 20-cabinet arcade — Data Snake, Budget Rocks, Middle Managers, Turbo Circuit 3D, Retention Policy, Internal Audit and fifteen more — each a complete game on a scaled 4:3 panel. A staffed building: NPCs with articulated walk cycles who path through the halls, take the rides, play the tables, and can be talked to — without ever body-blocking the thing you came to use. A hands-off attract mode: press T (or go idle) and a directed camera tour flies the park with lower-third captions — built to demo itself.
WHY IT FITS VIVERSE
WebXR-native, not ported: full immersive support with hand-swung paddles (swing the bat by moving your hand), an articulated VR hand, in-headset prompts, snap turn, and an in-world floating directory — because DOM overlays don't exist inside a headset. Four input worlds, coexisting: keyboard/mouse, full mobile touch (dual sticks, D-pad option, on-screen fast travel), PlayStation controller (spatial menu navigation, response-curved aim, and drift-proof sticks — an armed-input gate plus self-healing calibration), and Meta Quest controllers. Embed-hardened: pointer-lock refusal inside the platform iframe is detected once and mouse look falls back to drag — no input path can be taken away silently by the hosting context. Zero-friction distribution: one file, one link. If it can open a webpage, it can play the park.
TECH NOTES
Single-file build (~1.2 MB, ~24,600 lines): three.js rendering with every model, texture, room, and sound generated procedurally in code — the only import is the pinned three.js module itself. Per-room live light culling ranked by actual photometric contribution (budget: 12 lights flat, 10 in VR where the scene renders twice), static-baked sun shadows, quality presets scaling from phones to standalone headsets. Built-in capture: F9, SHARE on a pad, or the on-screen ● button records the game's own render at 60fps, with the game's audio tapped straight off its master buses, to a .webm that downloads itself — deliberately exempt from every other key handler, so it can film the attract reel hands-off. The launch trailer was shot with it. Swept collision against a sealed, height-audited floor plan; a regression harness (114 checks) guards every shipped fix.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.