Daniel Shalala, PPJ, Week 5


  • Vicktor Clothes (70%) 6hrs
  • Madeline (90%) 5hrs
  • Total Hours: 11 hr

Positives: So this week was my birthday, so that was awesome! I was able to work on clothes and rigging leading up to the weekend which is good because I needed to do that. Madeline is just about done, all I need to do is export her from CLO 3d and put her into Maya to fix up her rig and she will be good. Vicktor will follow soon too, just need to get this finished


Vicktor’s clothes


Negatives: I wasn’t able to finish my models this week.

Looking Ahead: Finish these models and then help with other stuff

Team PPJ, Spring Week 4

Happy Spring! Philadelphia is warming up and the Prediction Error team has been sighted outdoors as the project moves towards the finish line.

We have a new promo video!

Plus, all of our voice lines have been recorded, lighting and sound effects are in progress, and we’re all very excited to wrap things up.

You’ll be seeing more and more promotional material on this page in the coming weeks, and keep an eye out for more details about our Senior Showcase, slated for June 2nd!

Erin Truesdell, PPJ, Spring Week 4


  • SFX Pass: 5h 30m
  • Recording session: 1h
  • Bugfixing: 2h30m

Total Hours: 9 hours


AHHHH things are finally starting to come together! The team is firing on all cylinders and I was able to get 90% of the sound effects we need for the game – gathering, editing, and putting them in engine. Many of them have also been implemented, and it feels really good to see the placeholder audio die a painful death. WE’RE FINISHED RECORDING. Syd wrapped up with our voice actors last week, and Dan and I joined Shiloh in the studio yesterday to record a few last miscellaneous voice lines for the police chief and the jury lead. ALSO! Many bugs were fixed, including Mavis not handing the player the invitation and the characters getting stuck in the doorway. Also, the machine keys have snap capabilities now. Nice.


We still have to fix SnapGrabbable so objects have gravity again when the player drops them, and I have a few more SFX to nab (note made in notepad, and the crunch for sticking in the flower labels, which I’ll be grabbing from STILL ON THE WATER since we already have a perfect sound for that). Additionally, I’ll be implementing the rest of everything, as it turns out spatialization for VR requires a little bit more than spatialization for a standard 3D game. The good thing is that I know what that little bit more entails and should easily be able to do that by next week.

Looking Ahead:

  • More SFX
  • More bugfixing
  • WIP build
  • Implement new tracks if I get them from the sound team.

Chris Lucas, PPJ, Spring Week 4


  • Texture new scene items (100%) 5h
  • Baking and implementing new room textures (100%) 4hr
  • Painting new blood streak 1hr (90%)
  • Blood particle effect 30 m (100%)

Total Hours: 10 hr 30m

new blood stain (scene lighting off to see it better in screenshot)

New room material colors (scene lighting off)

Positives: Putting in the newer room colors brightens things up a bit, and will hopefully make the scene much easier to navigate, since now other objects can stand out against white instead of black, and details in the floor are easier to see since it has also been lightened (same as in the hallway). The new bloodstain was also really fun to paint, and I think will help telegraph what happened: it begins with a larger pool, and then smear marks leading to a smaller pool, with a particle effect dripping down from the ceiling. If read correctly, it should tell players where Harding was killed, dragged, and possibly where he is now.

Negatives: This is currently being troubleshot, but some of my OBJ files aren’t appearing in the project for anyone else. I’ve tried renaming and re-adding them, manually making sure git is tracking them, and other things. Not sure why it’s not working, but still trying to fix it.

Looking Ahead: Texturing more areas and adding in some VFX