Sebastian Mentz - Game Design Online Portfolio
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Dive - VR Hybrid

In Dive, I was responsible for the level design and the development of the game mechanics. The development of the game mechanics was done in a DDD (Detailed Design Document) which was based on a template from the article "So funktioniert Designdokumentation" (How Design Documentation Works) from the magzine "making games" which was published on June 23, 2010 by Dirk Riegert.
The DDD itself was run on a wiki so everyone who was working on the project had access to the information at all times.

Level design for Dive
Game Design for Dive
to our Team-Organisation
To the prototype for dive
Project: Dive
My position: Level Design & Game Design
Team size: 7
Platform: PC
Engine: Unity
Genre: Horror & Exploration
Release Date: Gamescom 2018

Characteristics:
  • VR-hybrid game with analog input devices for two player.

Description:
In Dive, the goal of the VR diver is to recover a treasure with the help of a supporter. The diver must communicate with his teammate and work together.
The diver has only limited oxygen and an unstable power supply of his helmet lamp. Without it he can hardly see anything in the wreckage.
However, the safety of the diver is not only endangered by the wreck itself, because he is not alone down there.
At this point, the supporter of the water surface comes into play. He has analog tools to replenish the diver's oxygen and provide a steady supply of power.
My lecturers Prof. Michael Hebel, Prof. Guido Kühn and Sebastian De Andrade playing Dive.
Walkthrough of Dive.
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