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Dread Director

A biometric game director that senses how a player feels from a webcam and pulse sensor, then adapts a horror game’s pacing in real time.

HACK THE 6IX 2026 / BIOMETRIC GAME DIRECTOR

Survive the night watch

Illustrative demo
Survive the night watch controlsHEART 70 BPM · CUE: ESCALATE30S TO DAWNSTRESS

Start the night, then set how your heart is racing.

The director’s rule: calm players get hunted (escalate), tense ones get pressure (build), panicking ones get relief (ease off). Swing when it’s close.

A browser mini-game. Your heart rate is a slider here; the real build reads it from a camera and pulse sensor, and nothing is captured on this page.

Open on YouTube

About this project

Dread Director changes a horror game based on how scared the player is. A Raspberry Pi with a camera and a contact pulse sensor estimates heart rate, breathing, blinking and expression, then turns the noisy signals into three values: noise, sustained stress, and composure.

A portable, deterministic C++17 director fuses the camera and pulse data, gates it by confidence, and decides what happens next: build tension, ease off when the player is overwhelmed, or give them room to recover. Games never touch raw biometrics; they receive high-level cues like escalate, panic, and recover over local UDP.

The reference game, Night Watch, is built in Unity: a stalking creature hunts harder when you stay calm and backs off when you panic. Gemini and ElevenLabs narrate reactions to what the player says, and an ESP32 + MPU6050 controller lets you swing at the monster with your own hands. Built at Hack the 6ix 2026.

How it works

  1. PLAYER SENSINGCamera + pulse on a Raspberry Pi
  2. DIRECTORC++17 cues: escalate · panic · recover
  3. GAME REACTSUnity monster, lights, narration

Built with

  • C++17
  • Unity
  • OpenCV
  • Raspberry Pi
  • QNX
  • ESP32
  • Gemini API
  • ElevenLabs