# MIRROR ME

**A first-person psychological horror game for Shorty Game Jam 2026. Theme: INVERTED.**

Mara Vale returns to her mother's house to collect what remains. A light is still on. The telephone carries a familiar voice. In the hall, her reflection is learning the evening's routine.

Explore a cramped, furnished home, read its small domestic details and listen for changes. The L-shaped passage turns you toward a mirror; leaving through the back door brings you to the front again. Each return unsettles the house a little further. Ordinary objects become clues, the familiar becomes a photographic negative, and the woman in the glass begins to act before you do.

MIRROR ME pairs a detailed female character and physically based house surfaces with restrained lighting, local sound, synthetic dialogue and authored scares. Its puzzles follow a domestic routine and then ask you to undo it in reverse. The sitting-room telephone carries calls; the separate kitchen radio carries the weather and a part of the ritual.

Built for a desktop browser with keyboard and mouse. Headphones recommended. WASD or arrows to walk, mouse to look, E to interact, F for the flashlight, Tab for inventory/journal, H for a contextual thought and Escape to pause. Brightness, picture, walking motion and sound controls are available in settings.

Contains bereavement, blood imagery and sudden audiovisual scares.

## Credits and assets

Original concept and direction by **Skewernet**, with AI-assisted development using OpenAI ChatGPT/Codex. All seventeen spoken lines are synthetic Kokoro performances; no human voice actor is represented. The complete current credits below name third-party creators, sources, licenses and the game's changes. These records are also available in the game's ending/menu credits and in [`assets/credits.json`](assets/credits.json). Detailed source manifests and notices are linked from [`ATTRIBUTIONS.md`](ATTRIBUTIONS.md).

- **MIRROR ME — concept, story, house and sound** — Skewernet; AI-assisted development with OpenAI ChatGPT/Codex. Original project work; no separate asset-license grant. [Source](https://github.com/Skewernet/Mirror-Me---Shorty-Game-Jam). Original game direction, writing, L-shaped house, authored props, botanical/calendar/writing/radio artwork, interface, interaction and procedural animation. Ambience, footsteps, knocks, mechanical sounds and music-box tones are synthesized with Web Audio; no external sound library.

- **Three.js 0.160.1 and addons** — Three.js authors; copyright 2010–2023. [MIT](https://github.com/mrdoob/three.js/blob/r160/LICENSE). [Source](https://github.com/mrdoob/three.js/tree/r160). Vendored locally for rendering, mirrors, glTF loading, skeletal posing, geometry and HDR decoding. License text retained in vendor/THREE-LICENSE.txt.

- **Kokoro-82M v1.0 — synthetic dialogue** — Kokoro / hexgrad; ONNX conversion and runtime by k2-fsa / sherpa-onnx; original dialogue by MIRROR ME. [Engine and model weights: Apache-2.0; dialogue: original project writing](https://github.com/hexgrad/kokoro/blob/main/LICENSE). [Source](https://github.com/k2-fsa/sherpa-onnx/releases/tag/tts-models). Seventeen original lines synthesized offline. Mara and the glass: bf_emma; Mum: bf_isabella; weather bulletin: bm_george. Pacing, telephone/radio filtering, restrained glass echo and loudness/headroom mastering by the project. Supplied synthetic presets; no human actor performance or real-person voice clone is claimed.

- **MakeHuman / MPFB — female base, morphology and game rig** — MakeHuman Team — Data Collection AB, Joel Palmius and Jonas Hauquier. [CC0 1.0](https://github.com/makehumancommunity/mpfb2/blob/b1a2dc98776da9d1eea751b159d42cf61778fe2e/LICENSE.ASSETS.md). [Source](https://github.com/makehumancommunity/mpfb2/tree/b1a2dc98776da9d1eea751b159d42cf61778fe2e/src/mpfb/data). Adult female morphological blend at 1.74 m; helper removal, anatomical subdivision, resting pose, glTF export and procedural animation.

- **MakeHuman — system skin, eyes, hair, clothing and shoes** — MakeHuman Team — Data Collection AB, Joel Palmius and Jonas Hauquier. [CC0 1.0](https://github.com/makehumancommunity/mpfb2/blob/b1a2dc98776da9d1eea751b159d42cf61778fe2e/LICENSE.ASSETS.md). [Source](https://static.makehumancommunity.org/assets/assetpacks/makehuman_system_assets.html). System skin, detailed eyes, bob hairstyle, brows, lashes, casual clothing and shoes03 black shoes fitted to the female character; chestnut hair tint, PBR tuning and authored horror variants.

- **Red Shirt with Black Jeans — costume material** — Margaret Toigo. [CC0 1.0](https://static.makehumancommunity.org/assets/assetpacks/system_clothes_materials01.html). [Source](http://www.makehumancommunity.org/node/997). Material used on the refitted female blouse/jeans costume, with roughness and scene-lighting adjustments. Current official MakeHuman asset-pack listing identifies this material as CC0.

- **Chair Damask Purplegold — wood PBR maps** — Eric Chadwick (models and textures); © 2021 Wayfair. [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). [Source](https://github.com/KhronosGroup/glTF-Sample-Assets/tree/15cd02d304e54cb42a4db4eefe719f76190f4b68/Models/ChairDamaskPurplegold). Only the tiling wood texture maps are used. Image files copied unmodified and renamed; runtime tint, repeat and original floorboard joins applied. No chair model is included.

- **Fabric Pattern 07 — fabric PBR maps** — Poly Haven (publisher). [CC0 1.0](https://polyhaven.com/license). [Source](https://polyhaven.com/a/fabric_pattern_07). Color, OpenGL normal and packed AO/roughness/metallic maps from the Godot demo-project mirror. Source images unmodified; repeat, channel interpretation and material tint configured in the game.

- **St Fagans Interior — HDR environment** — Poly Haven (publisher). [CC0 1.0](https://polyhaven.com/license). [Source](https://polyhaven.com/a/st_fagans_interior). Unmodified 1k HDR from the pmndrs/drei-assets mirror, decoded and prefiltered for restrained indirect/specular interior reflections. It is not used as a visible background.

- **Original house PBR surfaces** — MIRROR ME — AI-assisted procedural artwork/code. Original project work; no separate asset-license grant. [Source](https://github.com/Skewernet/Mirror-Me---Shorty-Game-Jam/blob/main/tools/materials_prep.py). Original wallpaper, plaster, panelling, tile, linen, concrete and rust generated at 1024 px. Separate albedo, tangent-space normal and roughness maps; no third-party image used as their source.

- **Original fictional family images and house material atlases** — Created for MIRROR ME with OpenAI image generation. Original project artwork; no third-party asset-license grant. [Source](https://github.com/Skewernet/Mirror-Me---Shorty-Game-Jam/tree/main/assets). Original AI-generated fictional family images and house material artwork. Current tactile atlas supplies wallpaper, plaster and painted-panel albedos through quadrant crops; framed photos sample the family atlas. The earlier house atlas remains recorded. Generated artwork, not photographic capture.
