Unreal Engine 4 Unreal Engine 4 was our main tool. We built our project and put all small parts together as one.
Oculus We developed and tested our game with the Oculus Quest, we also used Oculus Link to link the Quest to the PC.
SteamVR We were able to play Something Unreal on the Quest via an Unreal plugin using SteamVR.
Hardware
Oculus Quest Three of us used the VR-Headset from Oculus, the Oculus Quest 1.
HTC Vive VR The other two used the HTC Vive VR-Headset.
Modeling
Blender Blender is a 3D content creation software and was used to create almost all the assets for our project.
Texturing
Affinity Photo & Affinity Designer Affinity Photo was used for simple manipulation of textures whereas Affinity Designer was our tool of choice for creating graphical UI elements for the game.
Substance Designer When it came to creating procedural textures for materials and postprocessing effects we went with Substance Designer.
Substance Painter Substance Painter was essential in 3D texturing our custom-made assets.
Audio
Ableton Live Live was our main tool for composing the game score as well as creating the MIDI files that are used to drive rhythmic gameplay.
MaxMSP & Max4Live We used Max to build a translation layer that would convert musical cues to usable gampeplay events. The tight integration of Max into Live via Max4Live made it easy to do quick iterations of the gameplay.
Communication
Discord We kept very close contact via Discord as a team and exchanged information almost daily via chat.
ZOOM ZOOM was used for meetings with our supervisor Prof. Dr.-Ing. David Strippgen every two weeks. We discussed our current progress and talked about how to proceed.
Version Control
HTW GitLab We used the HTW GitLab as the version control system for our software project. Tasks and documentation were implemented with GitLab issues and the internal wiki respectively.
Other
Miro In Miro, we quickly shared our thoughts and discussed the design of our project and assets.