Erin Truesdell, PPJ Spring Week 9 (Individual Postmortem)

This is the 36th week of Senior Project, and it’s time to start reflecting on what we’ve accomplished.

This whole shebang started when Sydney and I decided to split off from our original team to build our own and make something a little bit out there. We resurrected an old concept and starting working it into something that could be a capstone project for our time at Drexel.

We built a team of people we knew we’d want to work with.

We set ourselves as team leads.

Here, I want to take space to reflect a little on the experience of being a team lead: the places I felt I did well, and the places I could have done better.

I think both Sydney and I were very good about being accessible – one of us was on hand to answer questions almost all the time. I, personally, was reliable in making sure our weekly updates got in on time and that the mountains of paperwork and preparatory documentation we had to do got sent to the right people. I feel I did well answering my teammates’ questions while fielding concerns from professors and adapting plans to suit what they felt would be best for the project.

Where I feel I struggled was with being proactive. Often, due to most of the team having several other weekly obligations, schedules got pushed back and questions didn’t get asked of me until too late; I should have been more on top of anticipating needs and offering help earlier in the week. My schedule, too, pushed things until later than I’d have liked and so my work tended to get done late at night and in a rush too.

I also didn’t contribute to the art as much as I’d have hoped – I spent my time with my hands in the code or screaming at other deliverables. Finally, I wish I had planned more regular meetings with our sound team – ideas got miscommunicated because we weren’t in touch as frequently as we could have been, and that caused some difficulties in getting the right things in the right places.
Overall, though, I’m proud of myself and I’m proud of this team. No member had an easy go of it – we’re all involved with clubs, classes, extracurriculars, D&D groups, EGS projects, co-ops, grad schools, job searches, and about a million other things – and we were still able to finish an hour-long VR experience that people actually enjoy playing.
I’m proud of us.

Franklin Institute: Science After Hours

600+ people. Alcoholic beverages. Games on an IMAX screen. And so, so much more!

This is where we were last night: at the Franklin Institute’s Science After Hours: 8-Bit edition.

We were one of several local indie studios who took part in the event, and we had a fantastic time showing STILL ON THE WATER and All The King’s Men (a new & upcoming satirical card game about political chaos) to guests at the Franklin.

We played several games of All The King’s Men with guests who jumped at the chance to sit down and yell at each other about iron shortages and elven rift crises.

We had dozens of people try their hand at kayaking in virtual reality, and showed off a demo with three new tapes, a spectral interaction, and brand-new motion controls!

 

Thank yous are owed to the Drexel University Entrepreneurial Game Studio for putting us in touch with this opportunity and lending us hardware, to all of the friends and family who came to support us, and to the people who assisted us with load-in, load-out, set-up, and emotional support – we couldn’t do this without you.

 

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Franklin Institute: Gamer In The House

We were fortunate enough to be able to show STILL ON THE WATER this past Saturday as part of the Franklin Institute’s Gamer In The House series! This series takes place every Saturday afternoon as part of the “Game Masters” exhibit, and features local developers showing their games.

 

We brought a demo version of STILL ON THE WATER, and immersed more than 30 visitors into the surreal world of our river landscape. Players were able to select and listen to 9 different cassette tapes available in the boat, or just look around and enjoy their atmosphere.

We also showed off the development process itself – we like to demystify what games-in-progress look like, and visitors to our table got to watch Chris and Jimmy work on shaders and atmospheric effects in real time.

We handed out postcards, got feedback, and got to enjoy showing our game to the general public for the first time! We are greatly looking forward to what’s next for STILL ON THE WATER, and we’ll be out in public AGAIN on June 26th for Science After Hours: 8-Bit at the Franklin with a new and updated demo!

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A massive thank you to everyone who came out to support us and everyone who played STILL ON THE WATER!

 

-The Prediction Error Team

New Name, New Website, New Development Updates

Hello everyone!

 

Welcome to our new website. You may also notice that we have taken on a new name.

There is lots to discuss here, as we have been very busy these last few weeks dusting off our paddles and jumping back into STILL ON THE WATER. We were spurred to resurrect this project upon a successful meeting with a representative from Oculus at IndieCade East last month, and have since renamed our studio and taken on an additional team member.

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Our team at IndieCade!

Our new development schedule has us aiming to release STILL ON THE WATER in June of 2019 for Oculus and hopefully other platforms as well. We greatly look forward to developing this small class project into the unique and wonderful experience it promises to be.

Stay tuned for more updates as we continue our journey through the creation of this weird and wonderful adventure.