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{{ $a := split .File.ContentBaseName "-" }} | ||
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project_id = "{{ index $a 0 | title }}" | ||
title = "{{ delimit (after 1 $a) " " | title }}" | ||
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subtitle = "informativ, kurz - kurzer 2. titel, der klar über den Inhalt des Projektes informiert (subtitle)" | ||
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claim = "länger, fancy - ein Werbespruch, Mission Statement... soll neugierig machen (claim)" | ||
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abstract = "länger, informativ: Das Abstract ist eine eher trockene inhaltliche Zusammenfassung die klar über das Projekt informiert (abstract)" | ||
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# Properties for displaying the project in the project list | ||
card_image = "kitty.jpg" | ||
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# Names are optional, team size is sufficient | ||
team = ["Member 1", "Member 2"] | ||
# this can be just one or a list as with team: | ||
supervisor = "Supervisor" | ||
draft = false | ||
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# website: if you have another project website | ||
website_link = "" | ||
# e.g. github | ||
source_link = "" | ||
# link to a demo site / where your project is available. | ||
# it's ok if it's temporary / just for the showtime, | ||
# just send a pr when you take the demo site down. | ||
demo_link = "" | ||
+++ | ||
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{{<section title="Product">}} | ||
(What we built) Your website should inform the reader about the Product you built and the Process that you used - how you built it. You can, however, change the section titles, e.g. with your project/product name. | ||
{{</section>}} | ||
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{{<section title="Process">}} | ||
(How we built it) Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla facilisis neque id vulputate malesuada. Quisque dignissim finibus urna sed sagittis. | ||
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If you feel that this page becomes too long, consider adding subpages! | ||
{{</section>}} | ||
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{{<section title="???">}} | ||
You can add any section with any title that you need, and you can add headers within your sections: | ||
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* **Subheader 1** | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla facilisis neque id vulputate malesuada. Quisque dignissim finibus urna sed sagittis. | ||
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* **Subheader 2** | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla facilisis neque id vulputate malesuada. Quisque dignissim finibus urna sed sagittis. | ||
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* **Subheader 3** | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla facilisis neque id vulputate malesuada. Quisque dignissim finibus urna sed sagittis. | ||
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{{</section>}} | ||
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{{<gallery>}} | ||
{{<team-member image="cat.jpg" name="team member cat">}} | ||
{{</gallery>}} | ||
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.../bachelor/b0-template/optional_subpage.md → archetypes/project/optional_subpage.md
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archetypes/semester/master/m0-template/optional_subpage.md
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project_id = "B1" | ||
title = "CHEF" | ||
subtitle = "Body-challenging VR experience" | ||
claim = "Explore new ways of what VR entertainment can achieve" | ||
abstract = "CHEF is a virtual reality game that blends physical engagement with cutting-edge VR technology to deliver an immersive experience. Designed for immediate playability, the game features captivating visuals and mechanics that hook players from the start without requiring extensive instructions." | ||
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# Properties for displaying the project in the project list | ||
card_image = "chef_logo2.jpg" | ||
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# Names are optional, team size is sufficient | ||
team = ["Maxim", "Leah", "Leonid", "Sascha", "Sergej", "Sodbilegt"] | ||
supervisor = "Prof. Dr. Strippgen" | ||
draft = false | ||
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website_link = "" | ||
source_link = "" | ||
+++ | ||
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<img src="screenshot1_compressed.jpg" alt="Description of the picture" width="1000"> | ||
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{{<section title="Goal">}} | ||
Our goal was to create a VR experience that challenges the body while leveraging the latest VR technologies in unexpected and playful ways. We set out to design a game that is both instantly engaging and easy to pick up, requiring minimal explanation to players. To achieve this, we focused on using the Meta Quest 3 and Unity Engine as our primary development tools. | ||
{{</section>}} | ||
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{{<section title="Team">}} | ||
Our team consists of six IMI students who are passionate about the video games industry. To collaborate and exchange our ideas we used several tools like Discord, Github and Miro Board. | ||
Early in the development process, we decided to divide our efforts into two dedicated teams: one focused on visuals and the other on programming. Each team member took on specific responsibilities, from crafting a captivating space environment to designing and fine-tuning the mechanics of the ingredient spawner. Collaboration was at the heart of our workflow, with continuous idea exchange fostering a highly creative and supportive workspace. | ||
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{{</section>}} | ||
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{{<gallery>}} | ||
{{<team-member image="maxim.jpeg" name="Maxim">}} | ||
{{<team-member image="leah.jpg" name="Leah">}} | ||
{{<team-member image="leonid.jpg" name="Leonid">}} | ||
{{<team-member image="sascha.jpeg" name="Sascha">}} | ||
{{<team-member image="sodoo.jpg" name="Sodoo">}} | ||
{{<team-member image="sergej.jpeg" name="Sergej">}} | ||
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{{</gallery>}} | ||
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title = "Process" | ||
weight = 10 | ||
draft = false | ||
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{{<section title="Process">}} | ||
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The concept of the game was developed collaboratively during the early stages of the project. We had lengthy discussions about how to design a game that would be both highly engaging and fun. Our idea was to create the perfect mix of “Cooking Mama 2” and “Subway Surfers”, but set entirely in space. While the idea of combining cooking and space initially felt ambitious and even overwhelming at times, we remained committed to our vision. | ||
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By breaking the development process into two distinct stages — Endless Runner and Cooking — we were able to stay focused and organized while bringing this unique concept to life. We divided the work into two groups: the programming team focused on implementing the Endless Runner and Cooking mechanics, while the visuals team was tasked with designing cinematic scenes, including a space scene, a Mars scene, and a kitchen scene. | ||
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The Endless Runner phase introduced dynamic and engaging gameplay features. Players would need to catch ingredients floating through space while skillfully dodging obstacles like asteroids, which could damage the player’s progress. This element added a layer of excitement and challenge, creating fast-paced gameplay that kept players on their toes. | ||
On the other hand, implementing the cooking process required creativity and experimentation as we worked to design an intuitive yet enjoyable system. We played with a variety of ingredients and recipes, ensuring that players would feel both accomplished and delighted when successfully crafting a dish in the cooking pot. | ||
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We constantly provided each other with feedback on the work, whether it was about an odd-looking space station, unappealing planet colors, or ingredients that floated too slowly. This collaborative effort ensured that our game was finely tuned for players to enjoy an immersive experience and engage with the world we created for them. | ||
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{{</section>}} |
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