Main Page
About DigiPen
Degree Programs
Admissions
Incoming Students
Continuing Education
Workshops
Apply Online
Financial Aid
Campus Life
Visiting DigiPen
Events Calendar
Request Info
Order Apparel
Singapore Campus
| 3D Computer Animation | Games | Computer Engineering |
| ||
[ 2003-2004 ] [ 2002-2003 ] [ 2001-2002 ] [ 2000-2001 ]
Categories : [ Game Genre ] [ Game Style ]
|
2001-2002
| |
|
Seniors & Juniors
|
Sophomores & Freshmen
|
|
|
|
|
2001 Sample Projects | |
Commando Attack Sub
***2002 IGF Finalist, Student Showcase***
Commando Attack Sub was designed and programmed by DigiPen students in their 7th and 8th semesters.
In Commando Attack Sub, players control a futuristic personal submarine at the bottom of the ocean, in the extremely popular genre of death-match, 3D, multiplayer, first person perspective, shooters, with flight-sim style ability for z-axis movement control.
BlackHole
Blackhole is a space based combat simulation where you pilot a space ship and select the missions that you wish to run to earn money. The game play is similar to that of a traditional space shooter where combat is from a first person perspective from inside of the cockpit. Select from 6 different types of missions to earn money and save the day!
BlackHole was designed and programmed by DigiPen students in their 5th and 6th semesters.
Dimension Burst
Dimension Burst was created by students in their 6th semester.
- Designer: Masanori King Takee
- Technical Director: Lester Bloom
- Producer & Technical Writer: Cory O'Regan
- Product Manager: Christian Sadek
Dimension Burst is a classic style arcade shooter done in a completely 3D environment. The object of the game is to blast your way through the levels to defeat the big boss. Scoring is done using an innovative system known as Frenzy. For each ship the player shoots in succession, their scoring multiplier goes up. Shooting every ship in the game results in a HUGE bonus to the player's score.
Dimension Burst features three unique spacecraft that you can pilot on your path to save the world. The first fires bullets in a spread that covers most of the screen, the second fires a tremendous amount of bullets straight forward but has little side defenses, and the third shoots homing missiles that will seek out any enemy on the screen, but do only a small amount of damage per shot.
Powerups are all over the game, and increase the number and power of the bullets and missiles the ships will fire. Later levels require that the ship be somewhat powered up, or the enemies will be nigh-impossible to defeat.
T.H.U.G.S
***2002 IGF Finalist, Student Showcase***
T.H.U.G.S. is an urban conflict simulator with strategy elements similar to risk. It was created as a student project at the Digipen Institute of Technology as our Junior year game project, we will work on it during 2 semesters.
Our game was chosen to participate at the 2002 Independent Games Festival Student Showcase at the Game Developers Conference in San Jose, CA during March 21th-23th, 2002.
We started working on the game in September 2001, and finished April 26, 2002 when our second semester ended.
- Ricardo Villarreal Producer and Programmer rvillarr@digipen.edu
- Mark Thrall Designer and Programmer mthrall@digipen.edu
- Jhon Restrepo Technical Director and Programmer jrestrep@digipen.edu
- Nathan Feldman Product Manager and Programmer nfeldman@digipen.edu
High Concept
An urban conflict simulator that uses resource control and territory management to acquire citywide domination.
Background
Once a bustling boom town, Barrioville has become the victim of a recent economic recession. Extreme city cutbacks have forced many of the police departments around the city to cease operations. As a result, the streets have developed a law system of their own. Now, the people look to an old menace to bring stability to their lives. It is a time for T.H.U.G.S.
Objective
Urban Conflict is a turn-based game with game play mechanics similar to those of the board game
Risk. A player assumes control of a group of thugs. The objective of the game is to either occupy all city blocks within Barrioville or to defeat all other players' thugs.
Valence
***2003 IGF Finalist, Student Showcase***
Valence takes place in a hexagonal arena where red, yellow and blue Atoms bounce around, exhibiting realistic collision and deflection mechanics. The object of the game is to link the Atoms together to form Molecules. When you are satisfied with a Molecule, Right-Click on one of its atoms to score it. Molecules are scored based on their size and complexity.
Each level has specific molecules that must be scored within a time limit in order to advance. Later levels introduce Viruses that attack Molecules by eating their links, Antiviruses that hunt down the Viruses, and Generators that push the Atoms and Molecules around the arena.
Valence is a fast-paced puzzle game developed by Peter Chapman, Steve Kihslinger, Ryan Peterson, and Kevin Wallace as their 3rd year game project at DigiPen.
Mantis
Mantis was created by students in their 3rd and 4th semesters.
- Developed by:
- Eric Anderson
- Jason Bolton
- Patrick Coughlin
- Tristan Hall
- Justin Kinchen
Summary:
Mantis is a top-down space shooter set in a distant future where the human race is faced with the threat of extinction. You must pilot the Mantis, an experimental ship on a mission to save humanity. Mantis employs a plethora of weapons and devices to aid in the destruction of the alien threat. In addition the Mantis makes use of it's experimental tractor beam device, which allows it to steal enemy weaponry.
Mall Monster
***2003 IGF Finalist, Student Showcase***
Mall Monster was created by students in their 3rd and 4th semester.
Mall Monster was created as a sophomore game project at DigiPen Institute of Technology. The game places you in the role of a young boy who has managed to get himself lost and trapped in a mall after dark. As if finding your way out wasn't enough, there is also a fearsome monster lurking through the stores and waiting to strike. You must work your way through the winding aisles and hallways as stealthily as possible to avoid being seen or heard. In addition to the aid of your carefully planned movements, you will encounter many items that can be used to your advantage.
If your strategies fail to keep the monster at a safe distance, fear will begin to take over your actions. Curling up into a ball and closing your eyes to calm yourself down is always an option, but you'll no longer be able to make quick reactions to probable threats. This may seem to place you in a large disadvantage, but becoming too afraid can lead to a worse fate. Once you faint due to fear, the monster will definitely hear you thud to the ground, and you can only hope that he doesn't reach you before you wake.
- Team Members:
- Taylor Clark
- Ryan Juckett
- Kevin Neece
- Charles Schilling
- Brent Thomas
- Mike Jones
Scrapped
***2004 IGF Finalist, Student Showcase***
Scrapped is a 200/250 project done by sophomores.
Game Summary:
Scrapped is a fast-paced, side-scrolling platformer modeled after popular FPS games. The player
controls one of more than 5 unique robots, each with their own special ability including cloaking, inverting gravity, and a jetpack. While there are 3 single-player gameplay modes, the emphasis is on the 5 multiplayer modes, including Capture-the-Gear, Deathmatch, and Last Robot Standing.
Unlike most platform games, Scrapped allows the player to aim in any direction with the mouse, allowing the player to place their shots as effectively as possible. At the player?s disposal are 9 different weapons, ranging from the mundane Machine Gun, to the hallucinogenic Plasma Gun, to the fun, yet highly dangerous, Detonation Packs. Each weapon has its own strengths and weaknesses, so choose them wisely, as you can only hold 3 at a time.
As an added bonus, the Official Scrapped Map Editor is included with the game, so you can make your own maps and distribute them to your friends.
- Team Members:
- Austin Spafford - Entity Editor/weapons/collision detection/animation
- Bill Perone - Producer Thug(complete with Producer Enforcement Stick)/graphics engine
- Matt Smith - AI (no longer at DigiPen)
- Lewis Mohr - Menus
- Russell Aasland - Marketing/Physics
- Jared Finder - Networking
- Steve Markgraf - Sound
Geode
Geode was created by students in their 3rd and 4th semester (Gam 200 and 250)
- Producer - Adrian Bentley
- Technical Director - Rob Quattlemaum
- Game Designer - Mike Gonzales
- Product Manager - John Corpening
- Art Director - Nathan Frost
Summary:
Geode is a light-hearted but extremely challenging multiplayer turn-based RTS that harkens back to games such as Lemmings and Worms. The object of the game is to beat your opponent by defeating all his workers (called Dudes) and destroying all his buildings.
The game takes place inside a circular rock (a geode!) where groups of Dudes under the leadership of the players attempt to take over the geode. Dudes gather Resourcite, build your buildings, and attack your enemy. They come equipped with an array of weapons they can use (ranging from a simple single bullet slingshot to a mine) but each time a Dude fires his weapon your energy meter decreases. Once it hits 0 your turn has ended, so choose your shots wisely. Dudes can walk on the walls and ceilings or jump off and let gravity take them whereever it happens to be pointing. Speaking of gravity, one of the quirks of Geode is that every turn, gravity randomly changes. The tower you spent all of last turn building to defend a path into your area may be rendered useless when its bullets suddenly arc UP instead of down.
