What is Dive?
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Dive plays around the year 1930 in the German North Sea. A diver and his supporter try to recover a treasure from a ship sunk in the First World War. However, they have no information about where exactly the treasure is in the wreck, the only thing they have is a blueprint of the ship. But the blueprint is not up to date, becouse the ship was converted in the First World War to an auxiliary cruiser.
The diver must find evidence of the treasure and, in cooperation with a supporter who stays on a ship at the sea surface, a safe way through the wreckage.
The supporter must evaluate the hints of the diver, ensure the oxygen supply of the diver and help him from the surface in dangerous situations.
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Dive plays around the year 1930 in the German North Sea. A diver and his supporter try to recover a treasure from a ship sunk in the First World War. However, they have no information about where exactly the treasure is in the wreck, the only thing they have is a blueprint of the ship. But the blueprint is not up to date, becouse the ship was converted in the First World War to an auxiliary cruiser.
The diver must find evidence of the treasure and, in cooperation with a supporter who stays on a ship at the sea surface, a safe way through the wreckage.
The supporter must evaluate the hints of the diver, ensure the oxygen supply of the diver and help him from the surface in dangerous situations.
Dive is a student game project developed by several students (cross-curricular) of the SRH Hochschule Heidelberg. The idea for this project comes from Prof. Michael Hebel, Prof. Guido Kühn and Daniel Itin (lecturers of the SRH University of Heidelberg) and is also accompanied by them. Althougt the idea and setting have been set, the students can actively participate in the development of the game. For this purpose, two project groups were funded, each of them develop a seperate prototype.
Dive is a cooperative VR game for two players. In the prototype developed by my Team (Team Feuer), both players enter a VR envirement. The diver finds himself on an underwater plateau on which the wreck lies, he tries to find and to recover a treasure. He must solve puzzles, overcame obstacles and avoid dangers on his way.
The supporter, on the other hand, is on a ship at the surface of the ocean, from where he hast to supply the diver with oxygen and electricity. He also has a handbook of the flora and fauna of the region, as well as a blueprint of the wreck.
The supporter, on the other hand, is on a ship at the surface of the ocean, from where he hast to supply the diver with oxygen and electricity. He also has a handbook of the flora and fauna of the region, as well as a blueprint of the wreck.
During the development of the prototype, the management was transferred to me during the project. At that point, the projekt was about to fail, which would have meant that the students were no longer actively involved in the development of the prototype and the faculty had taken over by our lectures.
After tackling the problems that exusted in the group, we were able to successfully complete the development of the prototype.
After tackling the problems that exusted in the group, we were able to successfully complete the development of the prototype.
Recording from prototype - Team Feuer
Recording from prototype - Team Feuer
As a projekt manager, i had the direction of 14 other students. My main tasts consisted of the direction, coordination and quality control of all work.
In addition, i acted as the communication interface between the stakeholders and the project group.
The group itself was divided into several subgroups, each resonsible for a sub-aspect of the prototype.
In addition, i acted as the communication interface between the stakeholders and the project group.
The group itself was divided into several subgroups, each resonsible for a sub-aspect of the prototype.
Organization Chart - Team Feuer
The workflow was designed so that each modeled asset was created through research. These were than evaluated by me as the project manager, as well from the respective team leader and were revised if necessary. Only when the assets met our requirements, they were implemented in the Unity project.
To further define our game mechanics, we created a shell model with our core gameplay after Kim Charmie.
However, before we could start making the models, we created a PBS. In doing so, we determined which work steps were necessary for the project.
Then we determined what information a work package must contain. After these were defined, we derived the work packages from the PBS.