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| 3D Computer Animation | Games | Computer Engineering |
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[ 2003-2004 ] [ 2002-2003 ] [ 2001-2002 ] [ 2000-2001 ]
Categories : [ Game Genre ] [ Game Style ]
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2004-2005
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Seniors & Juniors
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Sophomores & Freshmen
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Bounce Bounce Fun
Bounce Bounce Fun! is an action game where the player bounces on a trampoline. The player controls the character using the mouse to move him in a given direction while using the left & right mouse button to change how hard you jump. Collect the vegetables, make it rain and win!
- Chris Donsante - AI, event system
- Josh Petri - Physics, cloth movement, collision detection and mass-spring model of trampoline
- Kevin Prior - Designer, coded shader based graphics and game engine, models, splines, graphical represenation of the game objects
The Chronicles of Brute Hardcastle
- Back to Top
- Project Website
- Animation Movie - Brute
- Animation Movie - Zombie Attack
- BruteInstall.exe
The Chronicles of Brute Hardcastle is best described as a science fiction, third person beat´em up that pits Awesomeology Professor Dr. Brute Hardcastle against a seemingly an endless horde of zombies for the remains of a shattered Earth.
- Mike Pagano - Rendering, Framework, Sound
- Noah Ruffell - Animation, Gameplay
- Jake Wagaman - Physics, Gameplay
- Luke Westendorf - Math Library, AI, Menus
- Nick Pavlich - Scripting, Gameplay
Cubed
An addictive puzzle game, the object of Cubed, both in Single Player and Multiplayer, is to clear the Bugs from your board as fast as possible. This can be accomplished by enclosing a Bug (or Bugs) within a solid 3x3 or greater area using puzzle pieces. For greater challenge, play this networked or in the 3D levels.
- Elliott Baumbach: Game engine, Networking, Technical Director
- Rick Haller: Special Effects, Items, Game Designer
- Luis Correa: Fonts, User interface, website, Producer
- David Gunderman: AI Programmer
Narbacular Drop
***2006 IGF Finalist, Student Showcase***
***2006 SlamDance Guerrilla Game Competition Finalist**
Narbacular Drop is an environmental puzzle game in a fantasy setting, where the player navigates a dungeon with two interconnected portals. The dungeon has a series of traps and puzzles, which the player must solve by moving around objects in the environment using the portals. The key feature of this game is the Portal System. The game will be developed for the Windows 2000/XP PC. The game is non-violent and would receive an E for Everyone rating. The target audience is young casual gamers and hardcore gamers.
- Kim Swift - programmer and producer
- Garret Rickey - designer and programmer
- Dave Kircher - technical director and programmer
- Jeep Barnett - project manager and programmer
- Realm Lovejoy - artist
- Scott Klintworth - art team leat
- Eric Brown - artist
- Paul Graham - artist
Operation: Stop Core
Operation Stop Core is a game where the player can explore a mysterious 3D mansion, solving puzzles along the way, and prevent Evil Chef from carrying out his evil plot.
- Peter Dunshee - Producer
- Peter Young - Designer
- Brian Eberspacher - Technical Director
- Robert Hunt - Product Manager/Tester
Overload
Overload is a fast paced 3D action puzzle game where the player must stop colored balls from overloading and reaching the end Of the track. The players must destroy colored balls by shooting a ball to link 3 or more of the same colored balls that are sitting on a B-Spline before any ball reach the end point. The player can enjoy a single player or multi player experience. In single player mode, the player will either be racing against a clock or just playing for points. Multi-player mode is where the player can compete against other people on a network to see who finishes a level first.
- John Yang - Designer / Programmer: Wrote Game Design Document, Graphics, Physics, Game Play, Postmortem
- Brandon Lim - Technical Director / Programmer: Wrote Technical Design Document, Networking, Sound, Game Play, Particle Effects, Marketing(sellsheet, screenshots, website, manual)
- Julius Lee - Producer / Programmer: Menus, Interface, Game Play, Art
Project Zeit
Project Zeit is an action/adventure game set in a robotic dimension. The main robot in the game works for the Robotic Delivery Service or RDS for short. The objective of the game is based around completing a series of varied missions, that are focused around eliminating the other delivery services in the area. The gameplay of the missions range from delivering packages, to racing through the city, to detroying enemy robots with your arsenal of weapons.
- Dak Babcock - Technical Director
- Jonas Holderman - Programmer/Producer
- Aaron Wolak - Programmer/Designer
- Christopher Plummer - Programmer/Product Manager
RumbleBox
***2006 IGF Finalist, Professional Showcase***
***2006 SlamDance Guerrilla Gamemaker**
Rumble Box is a fast paced 3D action beat-em-up with a unique premise: all of the characters are made of simple objects which stay around in the level even after the character is defeated. The objects pile up, changing the gameplay landscape and altering your combat tactics. The game takes place inside a giant box, and the ultimate goal of the game is to pile up enough defeated enemies to get out of the box.
Rumble Box was dreamed, designed, developed, and tested by
Patrick Hackett and Joe Bourrie.
Sombrero Ninja
Sombrero Ninja is a 3D action/platform game with 2D gameplay for Windows. Utilizing advanced cel-shading and 3D extruded pixelized graphics, Sombrero Ninja has a unique visual style that will appeal to gamers of all ages. The player controls the hero through three action packed levels of pixelized mayhem, utilizing both ninja sword techniques and four different shuriken projectiles (homing, wave, laser, and exploding). Oversized bosses and ridiculous enemies contribute to the cartoon carnage and leave the player with the irresistable urge to play just one more level.
- Jon Stern - Graphics, Game Code, Physics, Game Design
- David Bastien - Graphics, Special Effects, Sound, Input
- Jesse Lampert - Graphics, Game Code, Game Design, UI
Speed Trip
Speedtrip is an intense futuristic racing game, where the main objective is to go as fast as you can! Fly through the tunnels, avoid obstacles and do your best to defeat your opponents. This 3D simulator will stretch your imagination and test your skills.
- Stephen Hosmer - Programmer/Producer
- Matthew Rudge - Programmer/Technical Director
- Stephen Seibert - Programmer/Game Designer
- Orion Culver - Programmer
Zombie Farm
Zombie Farm takes place in the Demon Realm, inhabited by all kinds of friendly yet strange ghouls and demons. You, the player, control an undertaker who is commissioned by the king to produce an army of the undead by growing them in your graveyard. You can order the zombies that you grow to help you with daily farm tasks.
- Garth Bonikowski - Designer
- Adam Chard - Technical Director
- Aaron Chard - Producer
- Mike Guisty - Programmer
AtmoSphere
AtmoSphere is a fast paced top down stylized racing game akin to F-Zero, done with stylized 3D graphics. Each player in the game controls a sphere comprised of various elements from the periodic table. Each element alters the properties, abilities, and appearance of the sphere. Players race through courses floating in the sky over planets with various terrains. Players fight for position by bumping each other off the track, and using powerups at their disposal. The realistic physics round out the fast paced smooth feel as the racers roll, jump, and fly around the track at lightning speed.
- Andy Vella: Engine / Networking / UI / Art
- Todd Eckert: AI / Editor / Art
- Brenton Anderson: Graphics Engine / Art / Sound / Music
- Matt Lauritzen: Physics / Sound / Art / Sound / Music
- Sound / Music: Matt Lauritzen, Brenton Anderson
BEMPU
BEMPU is played with each player’s flippers positioned on the corners of a polygonal arena, an octagon for 8 players, hexagon for 6 players and a square for 4 players. Pinballs roll down the arena from the center toward the player’s flippers. Players use their flippers to prevent the pinballs from falling down their drains and to knock pinballs into game objects to score points. Players each have a color, and pinballs hit by a particular player's flippers are tagged that player's color. When a pinball is tagged a player's color, it scores points for that player. The various game objects move around the arena with their own unique dynamic behavior. Thus, the game is different every time it's played. There are preset game modes with different objects as the game starts and different win conditions. The end conditions are when time runs out, when a player reaches a set score, or when there are no pinballs remaining. The winner is the player with the highest score when the end of the round.
- Ken Scott : Game Designer and AI programmer, coded trained neural nets and flocking.
- Lance Dyson: graphics programmer and product manager.
- Mark Gabby: tech director and physics programmer for BEMPU.
- Paul Egli: Producer on Spaceship Submarine Studio’s team, with the primary programming responsibility of creating BEMPU’s Networking functionality.
Damage Control
Damage Control is a 3-D remote-controlled machine combat game, where up to 8 players enter an enclosed arena to engage in a free-for-all demolition derby death match while collecting nuts. The game features single player and networked multi-player modes, and game play that is fast paced and high energy. Damage Control is visually stunning, featuring slick 3-D models, particle effects, realistic physics, and dynamic mechanical destruction. Customization options allow players to create their own machines. With intense action and rich graphics, Damage Control provides an exciting and satisfying experience.
GeoWarfare
GeoWarfare is strategy game without the resource management. Deformable envinroments, amazing AI, realistic physics: GeoWarfare is fun to play solitare or networked with your friends.
- Chuck Skoda - Graphics
- Doug Heimer - AI
- Jason Hoffman - Physics
- Kyle Bailey - Networking
Hyper Air Rally
Hyper Air Rally is a 3-D biplane race through canyons and over rivers. Explore the freedom of flying in this amazing race.
- Dan Panuska - AI
- Eric Roberts - Graphics
- Joe Kimmes - Physics
- Rafael Rodriguez - Networking
- Stefan Beyer - Game Engine
Momenta
Momenta is a music inspired, third person platform jumper with action and puzzle elements. The player jumps from platform to platform using special abilities while avoiding or shooting enemies. The remarkable feature of the game is the interaction between you and the platforms you jump on, which are colored to match one of the players abilities. By jumping on a colored platform or wall, the player will transition a dynamic track of music for that level. Each track adds its own flavor to the mood, mixing seemlessly together in harmony; charging different combinations of powers won’t make the music clash, though they will enhance each other. Spectular particle effects showcase the current power level of the player. Explore, mix music, play; but you need to get from the start of the level to the goal in order to win!
- Damon Thompson -- Sound / Input / Core
- Matt Wilson -- Physics
- Ben Barrett -- Networking / A.I.
- Patrick Laukaitis -- Graphics / Core
- Jessica McCrory -- A.I.
Nano Terra
NanoTerra is an RTS that combines the fast-paced, chaotic combat of Starcraft with the massive groups, and simple resource system of Pikminâ. The game minimizes base management and unit organization, allowing for intense action rarely seen in modern strategy games. For RTS fans waiting for the next Starcraftâ, this game fills the void and introduces brand new strategy experiences. Plus, with 8-player multiplayer, a physics-enhanced battle system, and varied combat tactics, NanoTerra could be the biggest hit of next year!.</p>
- Chris Peters: Graphics
- Colin Sipherd: AI
- Josh Wittner: Physics
- Matt Miner: Sound, Networking, Logic
Orblitz
***2006 IGF Finalist, Student Showcase***
OrBlitz is a fast-paced puzzle game along the lines of Lemmings, where players place blocks to direct orbs to their goal. Originally in black and white, color spreads out to the world as the gameplay picks up speed to a frantic pace.
- Josh Bell - Technical Director / A.I., Input, Sound, Gameplay, Menus, etc...
- Jason Runta - Producer / Physics
- Jesse Kvatek - Marketing Manager / Networking
- Marc ten Bosch - Game Designer / Graphics, Physics, Gameplay
Panopticon
Panopticon is a top-down, team-based, 3D stealth game for 1-8 players in the vein of such games as Metal Gear Solidä, Commandos: Behind Enemy Linesä, and Tenchu: Stealth Assassinsä. In the game, one or more players assume control of a small team of geometric rebels in order to topple the tyrannical entity known only as Panopticon. In the alien, geometric world of Panopticon, players will employ stealth, strategy, and precision to overcome the hordes of enemies they will encounter. This game comes as a breath of fresh air to the legions of methodical, laid-back gamers, who prefer to obliterate their foes through subtlety rather than twitchy violence.
- Marlon Keating: Tech Director
- Ben Phillips: Creative Director(art and sound)
- Paris Chávez: Designer
- Valentinus Boentran: Marketing
- Chris Lierman: Lead tester
- Andrew Ladenberger: Producer
Sea of Chaos
***2006 IGF Finalist, Student Showcase***
In an age where violence rules the seas, there is a vast ocean that divides the land. Powerful countries have formed due to their advancements in ship technology, but despite that, many smaller countries lead a more simple life in the open seas. It is common to find traveling merchants and mercenaries throughout the land. In "Sea of Chaos", control your ship to fight for survival.
- Graphics/Music: Luke Lenhart
- Mission/Sound/UI: Johnney Nguyen
- Networking: Daniel Kellogg
- Physics/Creatures: Ryan Dudley
- AI: Steve Romero
- Additionally, the following Digipen students contributed:
Original Story: Chris Glass
Ship Models: Katie Clark
Avatars and some other Models: Sirio Brozzi
Titanium Snail
Titanium Snail is a squad-based, multiplayer only, capture the flag game with an emphasis on tactical warfare and team communication. Up to 16 players, with a selection of six different classes and five unique weapons, will compete simultaneously in a CTF game type. Game play takes place in a level designed specifically for intense battles.
Each class has a special ability that players can use to take advantage of and to formulate team strategies, which lends itself to extended replayability.
- Brandon Burlison: animation, graphics, game design, technical design, particles, game mechanics
- Kyle Foley: sound, input, networking, physics (level/grid-based world), collision detection, co-designer, state machine, memory manager
- Brian Rosmond: menu, bug testing, AI (path-finding, flocking, Neural Net), Console, content creation (Bastion art, Seeker art, sound director)
Animalien
Zolo and his robotic side-kick, G101, have crash landed on a strange planet! Their only hope of escaping is to hijack a working space ship from an aggressive alien. The two must find a way to defeat the stranger and use his space ship to escape. Luckily, Zolo can shape-shift into the various animals that inhabit the world, and G101 can equip new weapons, which will help them survive on this strange planet. Will they be able to defeat the mysterious figure that guards the only operational space ship on the planet? Animalien is an action-oriented platformer for the PC
- Roger Irwin - Product Manager, physics engine, loading and parsing the data files, the particle system, the keyboard input, bullet reaction, the texture manager, and animation mapping.
- Jason Viterna - Technical Director, AI, enemy manager, support for keyboard input, the game’s input manager, the HUD, and various game-engine tasks
- Danny Karp - Game Designer, level editor, sound engine, menu system, camera events, game-engine functionality including data management.
- James Ross - Producer, graphics engine, items manager, the sprite engine, the player class, game timers, a base class for the bosses, bullets, and various game engine functions.
Bacon Pirates In Space
Bacon Pirates in Space” is a side-scrolling platform and flight-combat game where the heroes, the Bacon Pirates, ride their flying Space Pirate Pigs against the Evil Baconites!
- Mitch Fieri, Technical Director, main game engine, graphics, platform collisions, the Flamey Boss, particle systems and the underlying game engine.
- R. J. Smith, Product Manager, sound, text, and gamma control managers, and the enemy spawners.
- Cody Haskell, Designer, input, Enemy’s AI , Projectiles, Environmental Effects, and the Menu System, humor
- Russell Hochenedel, Producer, (captain of the Bacon Pirates Crew, Arr!) physics, AI
- Ryan Fedje, Programmer (Fungineer), various parts of the code, save system, in game shop, and pig spawning magnets in the garbage world.
Ivars Adieu
Play Ivar's Adieu and take control of a fisherman named Ivar who longs to live in a bigger and better place. With only a harpoon and a sense of adventure Ivar sets out to satisfy his dream. Guide Ivar as he battles all those who get in his way and tries to collect all the pieces of his DrillShip™, a ship that, once completed, will blast off and send Ivar towards his dream. Each time Ivar arrives at a new world his DrillShip™ wrecks and the pieces scatter about the world. Using Ivar's harpoon you can swing from platforms as well as skewer enemies and swing them about however you please. Apart from snagging enemies Ivar can also attach his harpoon to a variety of objects in the world and swing them about at his leisure. Play Ivar's Adieu and help Ivar the fisherman to realize his dream!
- Joshua Beeler (Producer), physics engine, sound engine, particle system, the Penguin enemy, score tracking, user interface code, and many, many utility and helper functions.
- David Siems (Game Designer), collision detection, input handling, level design, AI, the physics engine, game logic, game organization, and various menus.
- Habib Loew (Technical Director), several core code modules including the numerical integration engines, constrained physics, rope simulation, and AI architecture.
Polaris
Polaris” is a 2-D side-scrolling game in which the player has to defeat numerous enemies with an upgradeable sword and various special items to save his world. The hero starts up with the legendary sword blessed by Earth power. He will have to travel through vast dungeons, fight and defeat fearsome bosses to obtain all the elemental powers, unlock new abilities, uncover his true identity and ultimately confront his greatest enemy, The Shadow Lord.
- BRIAN KIRCHER-PRODUCER/PROGRAMMER, wrote the Input Layer, the Event System, the Physic Layer, the Particle System, and the Player State-machine
- JOSH JONES-PRODUCT MANAGER/PROGRAMMER, Wrote the Font Manager and Creatures’ State-machines, Created the Project Timeline, Created all the in-game SFXs and music, Responsible for the boss’s animations, Responsible for marketing materials such as manual and box arts
- THANH NGUYEN-TECHNICAL DIRECTOR/PROGRAMMER, Wrote the Graphic Layer, the AI Layer, the Game Manager, the Elemental System, the HUD Manager, the Multiplayer Manager and the boss’s State-machine, Designed the game overall architecture and wrote the Technical Design Document (TDD), Responsible for the main character’s animations
- TYLER ERNST-LEAD DESIGNER/PROGRAMMER, wrote the Menu System and User Interface System, the Top-down World, the Sound Layer and the majority of Creatures’ State-machines and special effects, Co-wrote the Game Design Document (GDD), Responsible for the majority of Creatures’ animations.
ReLevelEd
ReLevelEd is a simple concept where the idea of the game is to successfully guide the main character around obstacles and traps by placing tiles that define the path the character will take in the game world. So in essence, the player is designing levels dynamically around the character to help the character safely reach the end. This approach breathes life into the played out 2D platforming genre by mixing in elements of real time strategy by giving the player control of the world.
- Mike Wright - Product Manager, physics, sound, and random other things
- Chad Taylor - Technical Director, framework, graphics interface, and programming the console
- Reed Gonsalves - Producer, level flow, menus, user input from keyboard and mouse, additional work on updating the HUD and MiniMap.
- Caleb Lee - Lead Designer, gameplay
Shattered Core
Shattered Core combines the best elements of successful platformers such as Metroid, Ninja Gaiden, and Mega Man with revolutionary new elements. The innovative "Triple Orb" combat system is blended seamlessly with the classic action elements of the game to produce a nostalgic feel without also feeling cliché. The player's weapons include both a sword and a gun, balanced in order to encourage the player to choose which weapon is right for each challenge the main character faces. The plot of the game unfolds gradually as the main character begins with his memory core missing and shattered into pieces, and begins fighting his way through monsters to recover his memory and find out what happened and who his enemies really are. As the player defeats each menacing boss, more of the main character's memory is revealed and he gains new powers that will help him continue to progress through the game.
- David Johnson: Graphics Engine, Collision/Physics Engine, Enemy AI, behaviors, Factory Level Design, Airship Level Design
- Michael Felice: Sound Engine, Triggers, HUD, Main Loop, World and World Loading, Level and Level Loading, Junkyard Level Design and Population
- Jonathon Junker: Input Engine, Game Objects, Player Objects, Enemy Objects, and Powerup Objects
Snatch
Snatch places players in the role of a professional thief hired to steal a corporation’s most heavily guarded secret, mixing stealth and strategy, the player must devise this most ingenious of heist while taking the best COA (course of action) possible.
- Pete Kugler
- John Jensen
- Dan Miya
- Ryan Frayne
- Gary Luong
Super Squirrel
Play as Super Squirrel as you battle with your trusty Super Blaster and Lightning Sword through a variety of exciting levels. This is a game that players can pick up and know how to play within seconds, and not be able to stop until they've completed Super Squirrel's quest. It is a game of fast-paced fighting and cartoony sci-fi action adventure. The player chooses to take on any level from the world map, and then proceeds to run, jump, climb, and fly through to the end, defeating enemies with Super Squirrel's arsenal of futuristic weapons.
- William Clemo - Product Manager, level editor, marketing materials, high score
- Mike Callihan - Designer, physics engine, designed and built the haunted castle level
- Molly Jameson - Tech Director, input, power-ups, grading scheme and tutorial level
- Ian Callanan - Producer, AI, bosses, enemies, attacks, and ghost player. Designed the volcano level
- Dustin Fischer - Art Director, Graphics system, particle system, all art for the game
TCubed
In this side-scrolling platformer, you are a VR user trying to get back to reality. While testing out the new VR file manager, the Operating System corrupts, giving complete control to the Colonel and leaving you trapped inside. Luckily, you are booted to a shell stored in Read Only Memory. You must now fight your way through the different Sectors of the Hard Drive, with an Emergency Recovery Disc as your only means of attack and defense. Your mission is to uncorrupt the different device drivers on your path to locating the evil Colonel, in an attempt to release yourself from VR and restore freedom to the system.
- Chad Hinkle: Producer, CControlLoop, CGraphicsEngine, T3Item, Level Design
- Brent Campbell: Product Manager, Sound (BCSoundEngine, DMEngine, FModEngine), Input (DInput), Textboxes/Menus (T3Textbox, T3TextStore, and T3World: LoadMenus()), Saving (T3Savefile), Minigame (T3Lightcycle)
- Simon Gayton: Tech. Director, Level Editor, Game Physics, Disk Path Following, Helper Function for AI Sight
- Brian Firfer: Designer, World, Player/Enemy Animation State Machines, AI
Vinnies Little Virus
In Vinnie's Little Virus you are a virus that travels through the human blood stream. Along your journey, you will be forced to fend off the human immune system and battle other foreign objects in a struggle for power.
- Forrest Smith: Producer, Physics, Medical Dictionary
- Andrew Slasinski: Lead Programmer, Tester, Graphics, Level Generator, Tools
- Josh Neff: Product Manager, Particle Effects, Tentacles, Art Director
- Kevin Clancy: Technical Director, Graphics, Tutorial, Sound
- Jeremy Hogan: Designer, AI

