M2 Master Something Unreal

Team

  • Dominic Engel
  • Till Falkenberg
  • Joerdis Liermann
  • Tony Dat Nguyen Tien
  • Ralf Strecker

Supervision

Prof. Dr.-Ing. David Strippgen
tech stack

Development

  • Unreal Engine 4
    Unreal Engine 4 was our main tool.
    We built our project and put all small parts together as one.
  • Oculus
    We developed and tested our game with the Oculus Quest, we also used Oculus Link to link the Quest to the PC.
  • SteamVR
    We were able to play Something Unreal on the Quest via an Unreal plugin using SteamVR.

Hardware

  • Oculus Quest
    Three of us used the VR-Headset from Oculus, the Oculus Quest 1.
  • HTC Vive VR
    The other two used the HTC Vive VR-Headset.

Modeling

  • Blender
    Blender is a 3D content creation software and was used to create almost all the assets for our project.

Texturing

  • Affinity Photo & Affinity Designer
    Affinity Photo was used for simple manipulation of textures whereas Affinity Designer was our tool of choice for creating graphical UI elements for the game.
  • Substance Designer
    When it came to creating procedural textures for materials and postprocessing effects we went with Substance Designer.
  • Substance Painter
    Substance Painter was essential in 3D texturing our custom-made assets.

Audio

  • Ableton Live
    Live was our main tool for composing the game score as well as creating the MIDI files that are used to drive rhythmic gameplay.
  • MaxMSP & Max4Live
    We used Max to build a translation layer that would convert musical cues to usable gampeplay events. The tight integration of Max into Live via Max4Live made it easy to do quick iterations of the gameplay.

Communication

  • Discord
    We kept very close contact via Discord as a team and exchanged information almost daily via chat.
  • ZOOM
    ZOOM was used for meetings with our supervisor Prof. Dr.-Ing. David Strippgen every two weeks. We discussed our current progress and talked about how to proceed.

Version Control

  • HTW GitLab
    We used the HTW GitLab as the version control system for our software project. Tasks and documentation were implemented with GitLab issues and the internal wiki respectively.

Other

  • Miro
    In Miro, we quickly shared our thoughts and discussed the design of our project and assets.