CASPAR SCHIRDEWAHN

game & interaction design based in Berlin

currently freelancing in
cross media gamified
theater productions

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shoutrGON
Year:
2019
During my time as a developer at shoutr labs, we had many different industry clients. One of these clients was in the automotive industry and wanted to create a small AR game as a marketing gimmick. The requirements were that it should be possible to drive a specific model of car, that the driving behaviour should feel as realistic as possible, and that the game should have elements of a battle royal game, while still being a single player game.

My Role:
I developed, tested and implemented the game idea. I programmed the controls. UI, UX and texturing were also part of my job. Animation and level selection, as well as the timer and scoring system, the spawning and progression of the tiles, and the winning and losing conditions were additional programming tasks. 
Team:
Caspar Schirdewahn




Kathrin Konkol




Game Design
Programming
Animation
UI/ UX

Programming


Result:
The first challenge was to come up with a working game concept within the given constraints. As our client's top-down communication channels did not allow direct communication with me as a developer, it was relatively difficult to communicate that a game like Fortnight or something similar could not be developed for this production. 

Instead, I took the given constraints and developed an AR game that was appropriate to the scope. To avoid on-screen joysticks or non-camera related turning and tilting of the screen, the centre of the screen is used as a pointer that defines a position on the ground to which the player's car automatically navigates. Depending on the level, different tiles will be spawned on the ground, which will disappear over time, reducing the playing area. If the player drives over a tile, the timer is reset and points are awarded based on how close the tile was to expiring. 
Team: Caspar Schirdewahn




Kathrin Konkol
Game Design
Programming
Animation
UI/ UX

Programming

Result: The first challenge was to come up with a working game concept within the given constraints. As our client's top-down communication channels did not allow direct communication with me as a developer, it was relatively difficult to communicate that a game like Fortnight or something similar could not be developed for this production. 

Instead, I took the given constraints and developed an AR game that was appropriate to the scope. To avoid on-screen joysticks or non-camera related turning and tilting of the screen, the centre of the screen is used as a pointer that defines a position on the ground to which the player's car automatically navigates. Depending on the level, different tiles will be spawned on the ground, which will disappear over time, reducing the playing area. If the player drives over a tile, the timer is reset and points are awarded based on how close the tile was to expiring.