CASPAR SCHIRDEWAHN

game & interaction design based in Berlin

currently freelancing in
cross media gamified
theater productions

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PANOTI CORP.
Year:
2017
Year:
2017
For my third-semester project in the Game Design programme, the university set the requirement that a 3D game had to be designed and developed. For our ideation, we tightened this constraint and looked for a mechanic that could only be realised in 3D. Initially, we also wanted to limit ourselves to mechanics that would not even work in VR. 

After extensive prototyping of a mechanic that moved objects in space, based on the lack of depth perception of a 3D game on a 2D monitor, we decided to repurpose and expand on a mechanic from the game The Unfinished Swan. The first approach was intriguing, but did not promise tangible results in the time that remained.  
My Role:
My role was mainly ideation, vision keeping within the constraints we defined, and programming. On the programming side, I was mainly responsible for implementing the native Unity multiplayer solution, but also contributed to the implementation of the player abilities. Testing and gameplay adjustments were also part of my role.
For my third-semester project in the Game Design programme, the university set the requirement that a 3D game had to be designed and developed. For our ideation, we tightened this constraint and looked for a mechanic that could only be realised in 3D. Initially, we also wanted to limit ourselves to mechanics that would not even work in VR. 

After extensive prototyping of a mechanic that moved objects in space, based on the lack of depth perception of a 3D game on a 2D monitor, we decided to repurpose and expand on a mechanic from the game The Unfinished Swan. The first approach was intriguing, but did not promise tangible results in the time that remained. 
 
My Role:
My role was mainly ideation, vision keeping within the constraints we defined, and programming. On the programming side, I was mainly responsible for implementing the native Unity multiplayer solution, but also contributed to the implementation of the player abilities. Testing and gameplay adjustments were also part of my role.
Team:














Caspar Schirdewahn


Johannes C. Mayer



Robert Münzinger



Vincent Freyer


Game Design
Programming

Programming
Tech Art
Game Design

Character Design
3D Art
Game Design

Game Design
Programming
Environment Design
Tech Art
Result:
PANOPTI CORP. is a two-player network multiplayer game that features quick rounds in an arena that is difficult to navigate. The level and all game objects are rendered in the same way for both players, which makes orientation impossible at the start of the game, as the lack of shadows and contours initially produces only a monochrome image with no depth perception.

The other player is rendered in the same colour as the rest of the level. In order to orientate themselves in the level, both players can now start colouring the environment around them. The selective re-colouring of the level's surfaces makes the structures of the level recognisable to both players. This allows targeted navigation through the level, as well as locating the other player when they move over or in front of a coloured surface.

To keep the focus on the hide-and-seek aspect of the mechanic, the victory condition is linked to a single photo that the players must take of each other. If one player can recognise the other and take a photo of them, they win. To prevent players from simply snapping away in the hope of catching their opponent, there is a long cooldown between photos, and the character model of the player taking the photo begins to fade rapidly between the two game colours, making them highly visible to their opponent.  
Team: Caspar Schirdewahn


Johannes C. Mayer



Robert Münzinger



Vincent Freyer

Game Design
Programming

Programming
Tech Art
Game Design

Character Design
3D Art
Game Design

Game Design
Programming
Environment Design
Tech Art

Result: PANOPTI CORP. is a two-player network multiplayer game that features quick rounds in an arena that is difficult to navigate. The level and all game objects are rendered in the same way for both players, which makes orientation impossible at the start of the game, as the lack of shadows and contours initially produces only a monochrome image with no depth perception.

The other player is rendered in the same colour as the rest of the level. In order to orientate themselves in the level, both players can now start colouring the environment around them. The selective re-colouring of the level's surfaces makes the structures of the level recognisable to both players. This allows targeted navigation through the level, as well as locating the other player when they move over or in front of a coloured surface.

To keep the focus on the hide-and-seek aspect of the mechanic, the victory condition is linked to a single photo that the players must take of each other. If one player can recognise the other and take a photo of them, they win. To prevent players from simply snapping away in the hope of catching their opponent, there is a long cooldown between photos, and the character model of the player taking the photo begins to fade rapidly between the two game colours, making them highly visible to their opponent.

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