CASPAR SCHIRDEWAHN

game & interaction design based in Berlin

currently freelancing in
cross media gamified
theater productions

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isoSHADE
   

PLAY HERE
Year:
2019
Year:
2019
The theme of the GMTK Game Jam 2019 was 'only one'. The jam lasted 48 hours, but since Yannick and I spent the first day of the jam trying to design a chess game with only one piece, which we discarded at the end of the day, we only had one day left to turn isoSHADE from an idea into a finished jam game. 
My Role:
In my interpretation, isoShade is a game with only one colour (and one shade). In addition to ideating, I designed and implemented the lighting control and visualisation, as well as the bouncing obstacles. In the end we designed and implemented 5 levels each (10 in total).
The theme of the GMTK Game Jam 2019 was 'only one'. The jam lasted 48 hours, but since Yannick and I spent the first day of the jam trying to design a chess game with only one piece, which we discarded at the end of the day, we only had one day left to turn isoSHADE from an idea into a finished jam game.

My Role:
In my interpretation, isoShade is a game with only one colour (and one shade). In addition to ideating, I designed and implemented the lighting control and visualisation, as well as the bouncing obstacles. In the end we designed and implemented 5 levels each (10 in total).
Team:
Caspar Schirdewahn




Yannick Pawils
Game Design
Programming
Level Design
Tech Art

Game Design
Programming
Level Design
Tech Art

Result:
The puzzle aspect of isoSHADE lies in orientation, direction and alignment. The mouse can be moved to change the angle of the light on the static level, revealing other shaded areas and making the level structure more understandable. The player then uses classic WASD controls to move a character through the level, trying to reach the goal. There are also one or two platforming situations to overcome. After the jam, we realised that most of the fun comes from the less skill-based levels, as the time-critical platforming can quickly become frustrating under the given conditions. However, the levels that play with perception, perhaps even involving optical tricks and deception, are a lot of fun to master and play through.
Team:
Caspar Schirdewahn




Yannick Pawils
Game Design
Programming
Level Design
Tech Art

Game Design
Programming
Level Design
Tech Art

Result: The puzzle aspect of isoSHADE lies in orientation, direction and alignment. The mouse can be moved to change the angle of the light on the static level, revealing other shaded areas and making the level structure more understandable. The player then uses classic WASD controls to move a character through the level, trying to reach the goal. There are also one or two platforming situations to overcome. After the jam, we realised that most of the fun comes from the less skill-based levels, as the time-critical platforming can quickly become frustrating under the given conditions. However, the levels that play with perception, perhaps even involving optical tricks and deception, are a lot of fun to master and play through.
Spotlights:
GMTK Game Jam 2019 Submission
Spotlights:
GMTK Game Jam 2019 Submission