MEDIEVAL VR
FIRST VR PROJECT, FIRST UNREAL ENGINE PROJECT
Experience a virtual reconstruction of a small medieval village. Choose your preferred way to move inside the virtual reality and take in your surroundings.
PROJECT INFO

Date
4th semester (2021) @ Game Design, HTW Berlin

Duration 
3 weeks

Team
Kay Priesnitz, Jan Siebeneichler, Kimberly Thalmeier, Lenja Raschke

Coaches 
Prof. Susanne Brandhorst, Prof. Thomas Bremer

Technology
Oculus Rift, Unreal Engine 4.26, Perforce, Maya, Blender


Constraints
Creating a medieval village in VR. Due to COVID-19, we had to work remotely.

My Part in this project
Visual Development | Technical Art | Project Management | Performance Optimization

My Learnings
Diving into new programs and technology having only 3-weeks was a very stressful yet rewarding experience. I was able to concentrate on important parts of VR development, getting an insight into the options, workflow, and difficulties of this technology. 
DEVELOPMENT

Research
In order to gain references, we visited the medieval village Dueppel, located in the southwest of Berlin. We took photos, made sketches of the layout of the village, and spoke to a lot of the people working there. On top of that, we researched a lot about nature and people in the 12th century.


Unreal Engine and Perforce
Because we had to work with large files, we had to use Perforce for our version control. This was a new experience for all of us, in addition to working inside a new engine. Due to the large file sizes, our production process was slowed down quite a bit. 
VR
This was the first time making a VR experience for everyone in the group, we first had to play around with it to understand the controls and the peculiarities of this technology, giving us an idea of what to watch out for. We especially focused on creating different movement options to avoid motion sickness.
Because of the visual limitations in VR, it was quite a task to create a realistic-looking environment. Most of the production time we spend looking for optimizing the performance to make this scene actually playable.
ITS UKRAINE NOT A GAME - DOG DAYS
An initiative of the students of the bachelor and master program Game Design HTW Berlin presents digital interactive experiences to raise awareness about the Russia-Ukraine war.
PROJECT INFO

Date
7th semester (2023) @ Game Design, HTW Berlin

Duration 
2 months

Team
Kay Priesnitz, Raphael Sindermann, Matthias Voigt, 
Sebastian Voigt, Polina Zvezdohliad, Lenja Raschke

Technology
Unity, Blender, Cubase


My Part in this project
Game Design | Technical Art | Lighting | Animation | Sound Design 

My learnings
Creating a serious game for the first time was a huge challenge, as well as conveying such a serious matter with visual constraints. 
I learned to animate in Blender and had to work with an existing mesh with rig and animations, preserving all of those while producing more animations.

Other projects

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