CASPAR SCHIRDEWAHN

game & interaction design based in Berlin

currently freelancing in
cross media gamified
theater productions

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CLOAKED
Year:
2018
Year:
2018
As a sixth semester project in my Game Design course, we had to choose between several pre-defined constraints. As a team, we finally decided to submit our own proposal and were allowed to work on the topic of asynchronous multiplayer games. As before, the project duration was one semester.  
My Role:
In addition to game system design, ideation and analogue and digital prototyping, I spent a lot of time on the multiplayer integration for this project. I designed and implemented the lobby system and the quickmatch feature. I also worked on the world building and was involved in directing the voice acting. This process, the dialogue writing and the recording sessions were done in close collaboration with Yannick, who was also responsible for the music and sound design. 
As a sixth semester project in my Game Design course, we had to choose between several pre-defined constraints. As a team, we finally decided to submit our own proposal and were allowed to work on the topic of asynchronous multiplayer games. As before, the project duration was one semester.
 
My Role:
In addition to game system design, ideation and analogue and digital prototyping, I spent a lot of time on the multiplayer integration for this project. I designed and implemented the lobby system and the quickmatch feature. I also worked on the world building and was involved in directing the voice acting. This process, the dialogue writing and the recording sessions were done in close collaboration with Yannick, who was also responsible for the music and sound design.
Team:














Caspar Schirdewahn


Marie Günther



Noah Osarenren


Sebastian Schneider



Vincent Freyer



Yannick Pawils


Game Design
Programming

Game Design
Programming
UI/UX


Visual Development
Production Design UI Design

3D Art
Texturing
Tech Art

Game Design
Programming
Level Design

Game Design
Programming
Sound Design
Score
Result:
CLOAKED is an RTS-FPS asynchronous PVP multiplayer game in which one player has a bird's eye view of the level and can command a large number of drones. His task is to find one of his drones that is secretly controlled by his opponent. To do this, he can select and command his drones just like in an RTS game. He can send them to a location or order them to eliminate one of his drones if it is behaving suspiciously. 

The FPS player sees the game from a first-person perspective and has the task of locating and eliminating the RTS player's only VIP unit. To find the unit, he can hack certain infoboards and use the direction of the eyes that appear on them to find the VIP unit. Once found, he can eliminate it with a targeted electric shock and win. However, he must be careful not to attract too much attention and, when selected, must obey orders to avoid arousing suspicion.

CLOAKED is set in a dystopian future where an AI has taken control of humanity to ensure peace and order through total surveillance. In this scenario, the FPS player plays a saboteur who has hacked into one of the safety drones to take out the local Overseer (the RTS player) and the network in that district. The hacked Infoboards will be broadcasting the same propaganda voice lines as before, only now they will be rearranged to broadcast the opposite message.  
Team: Caspar Schirdewahn


Marie Günther



Noah Osarenren




Sebastian Schneider



Vincent Freyer



Yannick Pawils



Game Design
Programming

Game Design
Programming
UI/UX


Visual Development
Production Design UI Design


3D Art
Texturing
Tech Art

Game Design
Programming
Level Design

Game Design
Programming
Sound Design

Result: CLOAKED is an RTS-FPS asynchronous PVP multiplayer game in which one player has a bird's eye view of the level and can command a large number of drones. His task is to find one of his drones that is secretly controlled by his opponent. To do this, he can select and command his drones just like in an RTS game. He can send them to a location or order them to eliminate one of his drones if it is behaving suspiciously. 

The FPS player sees the game from a first-person perspective and has the task of locating and eliminating the RTS player's only VIP unit. To find the unit, he can hack certain infoboards and use the direction of the eyes that appear on them to find the VIP unit. Once found, he can eliminate it with a targeted electric shock and win. However, he must be careful not to attract too much attention and, when selected, must obey orders to avoid arousing suspicion.

CLOAKED is set in a dystopian future where an AI has taken control of humanity to ensure peace and order through total surveillance. In this scenario, the FPS player plays a saboteur who has hacked into one of the safety drones to take out the local Overseer (the RTS player) and the network in that district. The hacked Infoboards will be broadcasting the same propaganda voice lines as before, only now they will be rearranged to broadcast the opposite message.

Partner:
DE:HIVE - HTW Berlin
Partner:
DE:HIVE - HTW Berlin