A 1996 murder mystery

Everyone
has a tell

You can't search a room for the truth. You have to watch a face and know what you're looking at.

TELL gameplay
Hallway crowd
Interrogation close-up

01 — The Game

Reading people is the mechanic

Not a dialogue tree. A conversation you have to pay attention to.

When you think someone is lying to you, you question them — and the game gives you nothing but their face and their answers. No meter. No highlighted clue. No confirmation that you were right.

  1. 01

    Find the anchor

    Ask something you already know the answer to. Now you know what this person looks like telling the truth — their pace, their pauses, their real smile.

  2. 02

    Find the tell

    Ask about something small they would rather not discuss. Everyone conceals differently. One goes still. One talks faster. One holds eye contact a little too well.

  3. 03

    Call it

    Close their exit, ask what you came for, and compare. Accept the answer or accuse them — and live with it either way.

02 — The Story

Tellerman High, summer 1996

Somebody at this school has killed before. Everybody here is hiding something.

[ PLACEHOLDER — the premise in your words: Clay, the memory, the summer program, Bullock in his ear, and what he is actually looking for. Three or four short paragraphs. ]

Most of what people hide has nothing to do with the murder. That is the problem.

Placeholder — swap for a story still.

03 — The Tech

Built on FacialRAS

A performance engine for MetaHumans, written for this game — and usable in yours.

A game about reading faces needs faces worth reading. FacialRAS is an Unreal Engine 5 plugin that drives MetaHuman performance procedurally: where a character is looking and why, what they feel, how their personality shapes what they show, and what leaks out when they try to hide it.

No motion capture. No per-character animation. It runs on a crowd.

20+
NPCs live at once
0
mocap sessions
18
months, solo
5.8
Unreal Engine
  • Attention

    Eight-tier social arbitration — characters notice what a person would notice, and look away when a person would.

  • Emotion

    A continuous emotional state shaped by personality, driving face, posture and breath rather than playing canned expressions.

  • Concealment

    Characters mask what they feel — and leak it. Masked smiles, suppressed tension, micro-leakage.

  • Conversation

    A director that stages scenes, handles interruptions, and resumes them the way real conversations recover.

04 — The Creator

One person, eighteen months

TELL is built by Matt Baamonde at Baazar Studios.

Everything you see running — the attention system, the emotion and personality model, the conversation director, the procedural body and face performance — is original work built from scratch in Unreal Engine 5, then used to make a game with it.

[ PLACEHOLDER — Matt: background, what you did before this, why this game. Two or three sentences in your own voice. ]

Solo developer 18 months C++ / Blueprint / Unreal 5.8 Atlanta, GA

05 — The Roadmap

Where it stands

TELL is past the idea stage. Everything in the first column is built and running in engine today. The rest is content, polish, and the work of finishing.

Shipped

  • Attention & gaze system
  • Emotion + personality model
  • Full-face dialogue pipeline
  • Conversation director
  • Procedural body & idle library
  • Vertical-slice demo level
  • Save, journal, inventory

In build

  • QUESTION — the interrogation mode
  • Story beats & branching choices
  • Recorded voice cast