Project Brief
The game is set at one of the bus stops in London, England, where the player takes on the role of an iphone phone thief in plain sight. Not only do you have to shoot at the eyes (Ghost), but if you don't use your left hand flashlight to scan, you won't even notice that there are so many people staring at you. Find the apple as quickly as possible and withdraw it from the decoder! There are plenty of apples waiting for you!

Live demo of the game
location :Goldsmiths

The group is performing the final test
Apple Thief
The player has to control the left hand flashlight to find the ghost who is watching him and destroy it with the laser gun and has to find the apples in the map and take them to the decoder to withdraw money. I wanted to make the game as immersive as possible for the player as a thief, so the surroundings are basically dark and gloomy, and the player can get caught in a spotlight and lose the apples in his hands, so be very careful.

Project realisation equipment
Win / Blender/ Unity / Quest3/ Ocules

Team Work
I'm on the team in the role of programming, so I have to communicate with our planners all the time to adjust the whole general direction of the game. And to refine the game content according to our general idea, assigning tasks to all the team members I guess that's all I do besides the programming content.

Programming
With unity and Quest3 components I started with the big framework of the game. I have implemented the
--Hand recognition
--Scanning of the real scene in Quest3.
-Mask generation for the main functionality of the game
-Mask generation for the main functions of the game.

Obstacles
1. The division of labour in our group is very diffuse with everyone doing their own work and finally summing up on my computer so there will be a long preliminary stage. As a result, what we did in the early stages was very fragmented and could not be turned into a full game.
2. Our expectations for the game were too high, we wanted to make a complete multiplayer online game with a variety of features. Let us put a lot of time and energy are spent in the success of the multiplayer online mode of this very far from my ability to technical difficulties.
3. It is the first time to contact with ARVR, and there are many unfamiliar difficulties that make the final presentation of the project not very complete.

Finalisation
-Hand tracking
-Procedural generation of masks
-Vertex shading
-Basic network synchronisation
-Real-time map generation

