diff --git a/index.xml b/index.xml index d120d570..a8cdcbc9 100644 --- a/index.xml +++ b/index.xml @@ -578,6 +578,15 @@ Personalized needs with various trackers Different trackers will be developed fo Process Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla facilisis neque id vulputate malesuada. Quisque dignissim finibus urna sed sagittis. + + Process + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/process/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/process/ + Developing a Concept At the beginning of our project, we had a simple goal in mind: to create a game using the Meta Quest 3 headsets provided by HTW, with a focus on multiplayer elements and mixed reality features. To get our project off the ground, we started with some hands-on exploration. We tested various games that were compatible with the Quest 3, and we even took a trip to Cosmic. + + Process https://htw-imi-showtime.github.io/tryout/ws23/master/m3-lep/process/ @@ -998,6 +1007,15 @@ Dashboard The dashboard is the heart of the App, providing organized shortcuts t Future Our project is very open and creates a basis for extended reality. You can consider incorporating new interactions, such as switches or touch panels, or changing the platform and running the project on a tablet or VR glasses. New use cases can also be devised and tested. This project could be used very well in industry for maintenance work on machines and establish communication from the machine to the goggles. + + Gameplay + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/gameplay/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/gameplay/ + Put your headset on and enter another world Pop on the Meta Quest headset and jump into a different world that’s full of fun and surprises. You’ll find yourself surronded by a virtual forest where you can explore, discover, and just have a good time with your friends. It’s not just about playing; it’s about stepping into a whole new place that feels as real as it is imaginative. Defend your space against little creatures Get ready to guard your territory! + + Ideenfindung https://htw-imi-showtime.github.io/tryout/ss20/bachelor/b1-hexarcade/idea-finding/ @@ -1374,6 +1392,16 @@ Adopting agile methodologies, we embraced a collaborative and iterative approach + + Challenges + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/challenges/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/challenges/ + Integrating Meta SDKs with Unity Integrating the Meta XR All-in-One SDK from Oculus presents its own set of challenges. The setup process for this package is complex and sometimes inconsistent. Developers are required to adhere to a strict implementation with limited flexibility for customization. +Additionally, the SDK tends to generate an abundance of debug messages in the console, which are often unnecessary and can obscure more critical information. Another hurdle is the SDK’s “black box” backend, which can lead to mysterious errors without a clear source or solution. + + Challenges https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/challenges/ @@ -2154,6 +2182,15 @@ a possibility for them to connect with others in the same situation to exchange Whatever you need, whenever you need it We made a huge progress in defining our final product vision when we asked ourselves what the specific use cases for our product were. We wanted to provide a tool that gives you the freedom to do what you need to do at the specific moment to make your group-project work, but that doesn’t overwhelm you with fancy features that you most likely won’t make any use of. + + Tech Stack + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/tech-stack/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/tech-stack/ + Game Engine Unity Unity provided the core framework for developing our game, offering both 2D and 3D capabilities essential for our project. Networking Photon Fusion 2 We chose Photon Fusion 2 for its handling capabilities of multiplayer game synchronization and networking. XR Interactions Meta XR All-in-One SDK The Meta XR All-in-One SDK was instrumental in implementing immersive XR interactions in our game. Concept & Design Figma Figma was our go-to tool for designing UI elements, thanks to its user-friendly interface and versatility. + + Tech Stack https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/tech-stack/ @@ -2225,6 +2262,15 @@ Frontend Vue.js To build the web user interface, we felt that Vue.js was suited Step 2 He starts looking in the Result Map, but isn‘t satisfied with the results there so he thinks painting the lion would help. Sam goes to the Painting-Tool and starts drawing the lion. After he is done, he notes that the drawing didn‘t help him, so he hits UNDO. + + Future + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/future/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/future/ + Further Potential of our Game During the initial stages of our game development, we brainstormed numerous ideas that, due to time constraints, couldn’t be realized in the current version. This section highlights some of these concepts to showcase the underlying potential and future directions our game could take. Collecting upgrades and special skills One idea we have is to introduce a system where players can collect upgrades and special skills throughout the game. + + Future https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/future/ diff --git a/projects/index.html b/projects/index.html index 2ea82523..4117dfe6 100644 --- a/projects/index.html +++ b/projects/index.html @@ -190,6 +190,24 @@

Master Project Template


+

+
+
+ M1 Master + +

Somethin.AR

+
+

Somethin.AR is a immersive multiplayer Mixed-Reality Game where you and your friends can team up in real-time to capture small invading creatures while the game seamlessly blends your surroundings with an extended virtual world, transforming your room into an exciting new environment.

+ -> Details +
+ + + + + Somethin.AR +
+
+

diff --git a/sitemap.xml b/sitemap.xml index 29351880..940a1a0d 100644 --- a/sitemap.xml +++ b/sitemap.xml @@ -119,6 +119,8 @@ https://htw-imi-showtime.github.io/tryout/ws23/bachelor/b7-ar-interaction-city/process/ https://htw-imi-showtime.github.io/tryout/ws23/master/m0-template/process/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/process/ https://htw-imi-showtime.github.io/tryout/ws23/master/m3-lep/process/ @@ -205,6 +207,8 @@ https://htw-imi-showtime.github.io/tryout/ws22/master/m7-valit/features/ https://htw-imi-showtime.github.io/tryout/ws23/bachelor/b7-ar-interaction-city/future/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/gameplay/ https://htw-imi-showtime.github.io/tryout/ss20/bachelor/b1-hexarcade/idea-finding/ @@ -285,6 +289,8 @@ https://htw-imi-showtime.github.io/tryout/ss20/bachelor/b5-the-missing-tool-projekt/product-vision/ https://htw-imi-showtime.github.io/tryout/ss20/master/m3-mobile-image-organization/gallery/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/challenges/ https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/challenges/ @@ -441,6 +447,8 @@ https://htw-imi-showtime.github.io/tryout/ws22/bachelor/b5-szenische-interaktion/future/ https://htw-imi-showtime.github.io/tryout/ss20/bachelor/b5-the-missing-tool-projekt/our-focus/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/tech-stack/ https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/tech-stack/ @@ -455,6 +463,8 @@ https://htw-imi-showtime.github.io/tryout/ws22/master/m7-valit/techstack/ https://htw-imi-showtime.github.io/tryout/ws21/bachelor/b1/use-cases/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/future/ https://htw-imi-showtime.github.io/tryout/ss22/master/m5-adipositas-prevention/future/ @@ -699,6 +709,8 @@ https://htw-imi-showtime.github.io/tryout/ss23/bachelor/b3-shop-gpt/ https://htw-imi-showtime.github.io/tryout/ws23/bachelor/b5-smartlibrary/ + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/ https://htw-imi-showtime.github.io/tryout/ss21/master/m2-something-unreal/ diff --git a/ws23/index.html b/ws23/index.html index dc83efd2..b9eb5de2 100644 --- a/ws23/index.html +++ b/ws23/index.html @@ -209,6 +209,24 @@

Master Project Template


+

+
+
+ M1 Master + +

Somethin.AR

+
+

Somethin.AR is a immersive multiplayer Mixed-Reality Game where you and your friends can team up in real-time to capture small invading creatures while the game seamlessly blends your surroundings with an extended virtual world, transforming your room into an exciting new environment.

+ -> Details +
+ + + + + Somethin.AR +
+
+

diff --git a/ws23/master/index.html b/ws23/master/index.html index 95f2d01d..4a3146a0 100644 --- a/ws23/master/index.html +++ b/ws23/master/index.html @@ -67,6 +67,8 @@

  • Master Project Template
  • +
  • Somethin.AR
  • +

    diff --git a/ws23/master/m1-somethinar/cat.jpg b/ws23/master/m1-somethinar/cat.jpg new file mode 100644 index 00000000..3ee30f58 Binary files /dev/null and b/ws23/master/m1-somethinar/cat.jpg differ diff --git a/ws23/master/m1-somethinar/challenges/index.html b/ws23/master/m1-somethinar/challenges/index.html new file mode 100644 index 00000000..5a035cd6 --- /dev/null +++ b/ws23/master/m1-somethinar/challenges/index.html @@ -0,0 +1,202 @@ + + + + + + + + + + + +IMI Showtime - HTW Berlin + + + +
    +
    +

    + M1 Master + Somethin.AR +   +

    +
    +
    + +

    Team

    +
      + +
    • Ruslan Novikov
    • + +
    • Juri Wiechmann
    • + +
    • Julia Zamaitat
    • + +
    • Robin Jaspers
    • + +
    • Diro Baloska
    • + +
    + + +

    Supervision

    + David Strippgen, Robert Meyer, Fabian Quosdorf + +
    +
    +
    +
    + +
    +
    + + + + +
    +
    + +
    +

    + + Integrating Meta SDKs with Unity + +

    +
    +
    +

    Integrating the Meta XR All-in-One SDK from Oculus presents its own set of challenges. The setup process for this package is complex and sometimes inconsistent. Developers are required to adhere to a strict implementation with limited flexibility for customization.

    +

    Additionally, the SDK tends to generate an abundance of debug messages in the console, which are often unnecessary and can obscure more critical information. Another hurdle is the SDK’s “black box” backend, which can lead to mysterious errors without a clear source or solution. The lack of comprehensive documentation further complicates troubleshooting and forced us to rewrite scripts without a clear guide.

    + +
    +
    + +
    +

    + + Networking with Photon Fusion V2 + +

    +
    +
    +

    We used Photon Fusion V2 to connect players together in our game. This networking tool is important as it lets everyone play in the same virtual space at the same time, no matter where they are. It’s supposed to help us make sure that all the players see the same things in the game and that everything happens at the same time for everyone.

    +

    But when we started to use Photon Fusion, we ran into some problems. One of the big challenges was keeping everything in the game synchronized, as the framework doesn’t handle sending a lot of game information over the internet, especially the mesh data of the room, all at once. Complicating matters was the fact that the room data wasn’t inherently designed for a multiplayer setting. We had to make sure that the game objects didn’t end up in the wrong places and that the players didn’t see things happening at different times. We had to work really hard to get all the details right, so all players were in synch. It took a lot of time debugging and testing and the scarcity of documentation added an extra layer of complexity to the process.

    + +
    +
    + +
    +

    + + Creating flawless immersion with the Depth API + +

    +
    +
    + When it comes to mixed reality, placing virtual objects in the same space as real-world items is crucial for maintaining the illusion. Equally important is ensuring that players don’t appear to walk through physical objects or other people, which can break the sense of immersion. One approach to tackling this issue is using the Depth API, which is designed to understand and map the physical space. However, the Depth API isn’t always up to the task — it can be slow, and sometimes the results don’t look quite right, which can be surprising for users and disrupt the seamless blend of virtual and real that we’re aiming for. +
    +
    + +
    +

    + + Developing in Unity for XR + +

    +
    +
    +

    Putting together Unity and VR to make XR games turned out to be more complicated than we initially expected. There’s a lot to think about, especially when it comes to getting all the interactive bits — the objects you can touch and move around — to work right. Adjusting colliders for XR took a lot of trial and error.

    +

    Then there’s the look and sound of the game. In an XR game, everything has to feel real, like it’s actually there with you. But Unity is usually used for making regular flat-screen games, so we had to work extra hard to make sure that the 3D objects and sounds felt natural in a VR world. We had to play around with the graphics and audio to make sure they fit into this new, more lifelike kind of game.

    + +
    +
    + + +
    + + + diff --git a/ws23/master/m1-somethinar/future/index.html b/ws23/master/m1-somethinar/future/index.html new file mode 100644 index 00000000..2e83fbd2 --- /dev/null +++ b/ws23/master/m1-somethinar/future/index.html @@ -0,0 +1,208 @@ + + + + + + + + + + + +IMI Showtime - HTW Berlin + + + +
    +
    +

    + M1 Master + Somethin.AR +   +

    +
    +
    + +

    Team

    +
      + +
    • Ruslan Novikov
    • + +
    • Juri Wiechmann
    • + +
    • Julia Zamaitat
    • + +
    • Robin Jaspers
    • + +
    • Diro Baloska
    • + +
    + + +

    Supervision

    + David Strippgen, Robert Meyer, Fabian Quosdorf + +
    +
    +
    +
    + +
    +
    + + + + +
    +
    + +
    +

    + + Further Potential of our Game + +

    +
    +
    + During the initial stages of our game development, we brainstormed numerous ideas that, due to time constraints, couldn’t be realized in the current version. This section highlights some of these concepts to showcase the underlying potential and future directions our game could take. +
    +
    + +
    +

    + + Collecting upgrades and special skills + +

    +
    +
    + One idea we have is to introduce a system where players can collect upgrades and special skills throughout the game. This would add an extra layer of strategy and customization, allowing players add more variation to their gameplay. +
    +
    + +
    +

    + + Wider range of weapons + +

    +
    +
    + We’re looking to expand our range of in-game equipment, adding different types of weapons for players to use. This will bring more variety to the game. Additionally, players will have the option to take these weapons from each other, creating a strategic element where they can hinder the opposing team’s ability to score points. +
    +
    + +
    +

    + + More interactable objects + +

    +
    +
    + Another idea is to increase the number of interactable objects within the game world. These objects would provide more opportunities for interaction and exploration, enriching the game’s environment and player engagement. +
    +
    + +
    +

    + + Placing virtual walls to promote movement + +

    +
    +
    + We’re also thinking about incorporating virtual walls in the game’s design. These walls would encourage players to move around more, adding a physical aspect to the gameplay and making it more dynamic and immersive. +
    +
    + + +
    + + + diff --git a/ws23/master/m1-somethinar/gameplay/index.html b/ws23/master/m1-somethinar/gameplay/index.html new file mode 100644 index 00000000..8aa3577e --- /dev/null +++ b/ws23/master/m1-somethinar/gameplay/index.html @@ -0,0 +1,196 @@ + + + + + + + + + + + +IMI Showtime - HTW Berlin + + + +
    +
    +

    + M1 Master + Somethin.AR +   +

    +
    +
    + +

    Team

    +
      + +
    • Ruslan Novikov
    • + +
    • Juri Wiechmann
    • + +
    • Julia Zamaitat
    • + +
    • Robin Jaspers
    • + +
    • Diro Baloska
    • + +
    + + +

    Supervision

    + David Strippgen, Robert Meyer, Fabian Quosdorf + +
    +
    +
    +
    + +
    +
    + + + + +
    +
    + +
    +

    + + Put your headset on and enter another world + +

    +
    +
    + Pop on the Meta Quest headset and jump into a different world that’s full of fun and surprises. You’ll find yourself surronded by a virtual forest where you can explore, discover, and just have a good time with your friends. It’s not just about playing; it’s about stepping into a whole new place that feels as real as it is imaginative. +
    +
    + +
    +

    + + Defend your space against little creatures + +

    +
    +
    + Get ready to guard your territory! In this game, you’ll work with others to catch cheeky little creatures that have invaded your space. It’s a fun and playful way to protect your real world from the virtual – capture these intruders, and ensure your space stays just the way you like it. +
    +
    + +
    +

    + + Play together and compete with your friends + +

    +
    +
    + Round up your friends for our mixed-reality game where you can team up or go head-to-head. Whether you’re collaborating to beat the highest score or competing against each other, it’s all about having fun and sharing the moment. This is a great way to connect, challenge one another, and share a laugh or two, no matter where you are. +
    +
    + +
    +

    + + Experience a mixed world around you + +

    +
    +
    + Watch as your own room transforms into a gaming zone with mixed reality. Game elements blend seamlessly with your environment, turning familiar spaces into new arenas for play. It’s a unique way to see the world around you come alive with virtual surprises, offering a engaging gaming experience right where you are. +
    +
    + + +
    + + + diff --git a/ws23/master/m1-somethinar/index.html b/ws23/master/m1-somethinar/index.html new file mode 100644 index 00000000..b70bf1f1 --- /dev/null +++ b/ws23/master/m1-somethinar/index.html @@ -0,0 +1,195 @@ + + + + + + + + + + + +IMI Showtime - HTW Berlin + + + +
    +
    +

    + M1 Master + Somethin.AR +   +

    +
    +
    + +

    Team

    +
      + +
    • Ruslan Novikov
    • + +
    • Juri Wiechmann
    • + +
    • Julia Zamaitat
    • + +
    • Robin Jaspers
    • + +
    • Diro Baloska
    • + +
    + + +

    Supervision

    + David Strippgen, Robert Meyer, Fabian Quosdorf + +
    +
    +
    +
    + +
    +
    + + + + +
    +
    + + + + +

    + Somethin.AR is a immersive multiplayer Mixed-Reality Game where you and your friends can team up in real-time to capture small invading creatures while the game seamlessly blends your surroundings with an extended virtual world, transforming your room into an exciting new environment. +

    + +
    +

    + + Our Goal + +

    +
    +
    +

    In recent years, the technology landscape has seen the emergence of various terms like XR, AR, and VR, all centered around a common concept: expanding and enhancing our perception of the world with virtual or mixed reality applications. While numerous XR games have already flooded the market, there has been a notable gap in offerings for shared experiences.

    +

    Enter Somethin.AR, our visionary project born out of the desire to create an immersive, shared virtual experience where the boundaries between the digital and the real world dissolve seamlessly. Our mission was clear: to enable people to spend quality time with their friends while exploring this immersive fusion of reality and virtuality. To make that happen, we put on our Meta Quest 3 headsets and pushed the boundaries of the ever-changing technology.

    + +
    +
    + +
    +

    + + The team + +

    +
    +
    +

    All of us worked together to provide the best shared experience we could, utilizing our power as a team to tackle this challenge from different perspectives.

    +

    When we began this project, our team members had different levels of experience. Ruslan and Robin took charge of colocation, making multiplayer mode possible in our game. They dedicated their efforts to researching and testing methods for sharing room mesh data over the network with other players. Juri handled the implementation of enemy logic using AI and managed the game state, ensuring a seamless gaming experience. Diro was responsible for improving the game’s overall look and feel, smoothly integrating the virtual and real worlds. Meanwhile, for Julia, it marked her first venture into game development. She focused on designing UI elements and interactions in VR with the Meta Quest headsets and also assumed a crucial role in project management, overseeing the organization of the project as well as the showtime.

    + +
    +
    + + + + +
    + + + diff --git a/ws23/master/m1-somethinar/index.xml b/ws23/master/m1-somethinar/index.xml new file mode 100644 index 00000000..17bda923 --- /dev/null +++ b/ws23/master/m1-somethinar/index.xml @@ -0,0 +1,56 @@ + + + + Somethin.AR on IMI Showtime + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/ + Recent content in Somethin.AR on IMI Showtime + Hugo -- gohugo.io + de-de + + Process + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/process/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/process/ + Developing a Concept At the beginning of our project, we had a simple goal in mind: to create a game using the Meta Quest 3 headsets provided by HTW, with a focus on multiplayer elements and mixed reality features. To get our project off the ground, we started with some hands-on exploration. We tested various games that were compatible with the Quest 3, and we even took a trip to Cosmic. + + + + Gameplay + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/gameplay/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/gameplay/ + Put your headset on and enter another world Pop on the Meta Quest headset and jump into a different world that’s full of fun and surprises. You’ll find yourself surronded by a virtual forest where you can explore, discover, and just have a good time with your friends. It’s not just about playing; it’s about stepping into a whole new place that feels as real as it is imaginative. Defend your space against little creatures Get ready to guard your territory! + + + + Challenges + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/challenges/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/challenges/ + Integrating Meta SDKs with Unity Integrating the Meta XR All-in-One SDK from Oculus presents its own set of challenges. The setup process for this package is complex and sometimes inconsistent. Developers are required to adhere to a strict implementation with limited flexibility for customization. +Additionally, the SDK tends to generate an abundance of debug messages in the console, which are often unnecessary and can obscure more critical information. Another hurdle is the SDK’s “black box” backend, which can lead to mysterious errors without a clear source or solution. + + + + Tech Stack + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/tech-stack/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/tech-stack/ + Game Engine Unity Unity provided the core framework for developing our game, offering both 2D and 3D capabilities essential for our project. Networking Photon Fusion 2 We chose Photon Fusion 2 for its handling capabilities of multiplayer game synchronization and networking. XR Interactions Meta XR All-in-One SDK The Meta XR All-in-One SDK was instrumental in implementing immersive XR interactions in our game. Concept & Design Figma Figma was our go-to tool for designing UI elements, thanks to its user-friendly interface and versatility. + + + + Future + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/future/ + Mon, 01 Jan 0001 00:00:00 +0000 + + https://htw-imi-showtime.github.io/tryout/ws23/master/m1-somethinar/future/ + Further Potential of our Game During the initial stages of our game development, we brainstormed numerous ideas that, due to time constraints, couldn’t be realized in the current version. This section highlights some of these concepts to showcase the underlying potential and future directions our game could take. Collecting upgrades and special skills One idea we have is to introduce a system where players can collect upgrades and special skills throughout the game. + + + + diff --git a/ws23/master/m1-somethinar/julia.jpg b/ws23/master/m1-somethinar/julia.jpg new file mode 100644 index 00000000..4ae4af50 Binary files /dev/null and b/ws23/master/m1-somethinar/julia.jpg differ diff --git a/ws23/master/m1-somethinar/kitty.jpg b/ws23/master/m1-somethinar/kitty.jpg new file mode 100644 index 00000000..dc5254fa Binary files /dev/null and b/ws23/master/m1-somethinar/kitty.jpg differ diff --git a/ws23/master/m1-somethinar/process/index.html b/ws23/master/m1-somethinar/process/index.html new file mode 100644 index 00000000..3fae58ed --- /dev/null +++ b/ws23/master/m1-somethinar/process/index.html @@ -0,0 +1,205 @@ + + + + + + + + + + + +IMI Showtime - HTW Berlin + + + +
    +
    +

    + M1 Master + Somethin.AR +   +

    +
    +
    + +

    Team

    +
      + +
    • Ruslan Novikov
    • + +
    • Juri Wiechmann
    • + +
    • Julia Zamaitat
    • + +
    • Robin Jaspers
    • + +
    • Diro Baloska
    • + +
    + + +

    Supervision

    + David Strippgen, Robert Meyer, Fabian Quosdorf + +
    +
    +
    +
    + +
    +
    + + + + +
    +
    + +
    +

    + + Developing a Concept + +

    +
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    At the beginning of our project, we had a simple goal in mind: to create a game using the Meta Quest 3 headsets provided by HTW, with a focus on multiplayer elements and mixed reality features. To get our project off the ground, we started with some hands-on exploration. We tested various games that were compatible with the Quest 3, and we even took a trip to Cosmic.VR in Berlin, a virtual reality studio where friends can meet and enjoy VR games together.

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    Inspired by what worked well and what didn’t in our research, we began to outline the essential requirements for our product. We envisioned a family-friendly game that would offer players a quick yet immersive experience that they can share together. The key idea was to introduce an extended world that would leave players with a ‘wow’ feeling, all while keeping them active and moving.

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    Once we had a rough concept in mind, we dug deeper to understand our target audience better. We created personas and user experience maps to fine-tune our understanding of the players and figure out what would work best in the Showtime setting. Armed with these insights, we refined our game concept and mapped out the entire game process using a user story map and a flowchart.

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    + + Conducting Technical Research + +

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    XR technology is a rapidly evolving field, as we discovered firsthand during our research into the Meta XR SDK and Oculus Integration and Interaction SDK. We delved deep into VR technology using Unity, exploring how it could seamlessly blend with other technologies. Our focus was on synchronization across multiple headsets and creating a mixed world within the game that seamlessly combined elements from both the virtual and the real world, in line with our desired effect.

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    Our research also led us to investigate the transfer and sharing of spatial data, as well as the interaction between real-world objects and virtual elements. We aimed to integrate these components seamlessly for the Meta Quest 3, requiring us to explore various aspects of XR technology to achieve our vision.

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    + + Creating a Product Backlog + +

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    Having a clear vision in mind, we got down to the task of creating our product backlog. This comprehensive list included all the features needed for our MVP (Minimum Viable Product) as well as those we planned for future releases. Building on the User Story Map we developed during the conceptual phase, we translated it into practical tickets, seen from the perspective of our users. These tickets included User Stories, Features, and specific tasks.

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    To streamline our project management, we made use of project planning tools on Github. We organized our work into weekly or bi-weekly sprints, each with a distinct focus. Whether it was asset design, network logic, game state implementation, UI design, or other crucial aspects of the project, we allocated our efforts accordingly.

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    + + Implementing and Testing our Features + +

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    It was finally time to dive into the nitty-gritty of our project, and let us tell you, we rolled up our sleeves and got our hands dirty! The implementation phase was quite an adventure, filled with its fair share of challenges. We encountered unexpected bugs in the SDKs we were working with and had to consistently test and reevaluate our concepts to ensure everything played nice with the Meta Quest 3 and the provided SDK, all within the Unity environment.

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    Picture this: we were all gathered in a room, each with our headsets on, gesturing and pressing invisible buttons in the air, probably looking quite strange to anyone on the outside. But in the end, all that effort paid off, and we’re thrilled to have created something awesome to share with all of you.

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    + M1 Master + Somethin.AR +   +

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    Team

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    • Ruslan Novikov
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    • Juri Wiechmann
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    • Julia Zamaitat
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    • Robin Jaspers
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    • Diro Baloska
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    Supervision

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    + + Game Engine + +

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    Unity

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    • Unity provided the core framework for developing our game, offering both 2D and 3D capabilities essential for our project.
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    + + Networking + +

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    Photon Fusion 2

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    • We chose Photon Fusion 2 for its handling capabilities of multiplayer game synchronization and networking.
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    + + XR Interactions + +

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    Meta XR All-in-One SDK

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    • The Meta XR All-in-One SDK was instrumental in implementing immersive XR interactions in our game.
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    + + Concept & Design + +

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    Figma

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    • Figma was our go-to tool for designing UI elements, thanks to its user-friendly interface and versatility.
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    Miro

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    • Miro was essential for our team’s idea sharing and visual brainstorming, enhancing our design process..
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    + + Communication + +

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    Zoom

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    • When we couldn’t meet in person, we used Zoom to make our meetings twice a week.
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    Discord

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    • Discord was our main platform for daily team communication and project coordination, including regular interactions with our supervisors.
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