Team PPJ, Fall Week 4

It’s been an intense week of concept arts and prototyping for the Prediction Error team.

 

Our art team met on Friday evening to discuss aesthetics. They assembled moodboards, discussed art style, specific requirements for concept art to be finished this week, and worked the rest of the week on creating concepts and making sure the whole team was aware of the visual direction for the project.

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unknown (4).pngPinterest boards created by the art team.

 

Programmers (and Chris) were hard at work on crafting tech demos and prototypes to be shown in Tuesday’s public pitch. Chris completed a demo for our camera mechanic, which both ‘takes’ pictures and recognizes the objects in front of it. Samara inegrated her database work into Unity and set up a complete conversation interaction with two separate conversations. Erin worked to blend these prototypes into one scene. This is in preparation for a complete greybox with all interactions included – the camera and conversation this week, plus one prototype puzzle, teleportation around the room, and a murder board for next week.

 

Chris’ camera prototype.

 

Samara’s conversation prototype (which also includes a second conversation if the player walks away and returns).

 

On Monday, our team sat down with Dr. Frank Lee to discuss lessons learned from last year’s project Shadow of a Doubt, so we may avoid some of the pitfalls that team ran into. Corey Arnold, Program Manager for the Entrepreneurial Game Studio, was also present in the meeting and helped the team a great deal. We discussed the shortcomings of many senior projects: organization, project management, and having someone there to make final decisions. We also talked about why we were working in VR instead of other mediums.

Dr. Lee stressed the importance of creating visceral emotional experiences, especially when it comes to VR, and suggested some other ideas as examples of what we could do. Corey, also present at the meeting, facilitated plot discussion. He explained that if we were going for high emotional reactions to situations, a detective is the cool detached persona and might not evoke the reaction we want in the player. He also suggested that we think about having the body of the victim in the room with the player. We left the meeting with several ideas on how to improve the player’s experience in our story, and how to continue to scope down to manageable level.

Finally, the team and leads spent time refining the new narrative idea and preparing for our second public pitch on October 16th. Next week, we’re looking forward to lots of new concept art, a GDD overhaul, new mechanic prototypes, and a full greyboxed room with all these interactions!