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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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2005-2006
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Seniors & Juniors
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Masters & Sophomores
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Base Invaders
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- Project Website
- BaseInvadersFinal1_Web.wmv - Team Interview 117M
- BaseInvaders_Simple_Stuff1.wmv 21M
- BaseInvadersSetup1.3.exe
***2007 IGF Finalist, Student Showcase***
***2007 SlamDance Guerrilla Game Competition Finalist**
Base Invaders is a cartoony action-oriented strategy game which pits the crafty, trap utilizing player against hordes of dim-witted invaders bent on destroying the his Tower.
- Stefan Beyer - Co-Designer, AI Logic
- Kyle Foley - cool graphics effects, files, Logic
- Steve Joseph - Co-designer, writer, Logic
- Matt Miner - Designer, Physics, Sound
- Chris Peters - Graphics, Core Engine, Input
- Nate Martin - Producer, programmer
- Josh Sterling - ARTIST, lead artist and concept art
- Jeff Weber - ARTIST, primary invader artist
- Drew Swenson - ARTIST, primary trap artist
Brigades
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- Project Website
- Vehicle_combat.wmv 20M
- Brigades_Level_4.wmv 28M
- BrigadesGL_Level4_End.wmv 19M
- BrigadesGL_Level1_End.wmv 40M
- Brigades_setup.msi
Brigades is a story driven mass combat battle game in which two robotic armies face off for posession of The Isles of Bellum. You take on the role of Captain Clamor as he defends his base against an invading army and their leader, the evil Madam Malum.
Blow them to bits, then rebuild them as allies! Turn their army into yours, then send your massive force back against them. The final battle at Castle Stultus awaits...
- Luke Lenhart - Graphics programming, Music
- Johnney Nguyen - Game Design, Mission, UI
- Ryan Dudley - Physics, Animation
- Steve Romero- AI
Epicenter
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- Project Website
- epicenter_gameplay_dome3.wmv 38M
- epicenter_gameplay_dome4.wmv 29M
- Epicenter_setup.exe
Epicenter is an environmental experience game in which the player can must maintain an intergalatic biosphere. Visit the multiple domes and interact with the different species. This is a great example of graphical techniques and visual effects.
- Greg Kohne - graphics
- Derek Chenn - game play
- Zachary Brown - programming
FPFS
FP-FS is a First Person Shooter where the levels are built from the folder structure of the player's computer. The player navigates the computer, killing the computer "viruses" and healing healing infected files, navigating through rooms procedurally generated from the folders and files of the player's machine.
- Mark W. Gabby II - Design, level generation
- J. Lance Dyson - Graphics, particle systems, technical director
- Daniel Kellogg - AI, menus, memory manager
- Ken Scott - Physcis, scripting, producer, website
Hexcentric
The game Hexcentric takes place on a playing field made up entirely of hexagon shaped segments. Game pieces consist of hexagons with colored triangular segments. The player tries to place pieces onto the board so that they touch each other with like-colored segments. By doing this, the player can create chains of pieces. When a piece is placed that connects to the end of the chain and the beginning of the chain, the chain creates a loop and is removed from the board. The player looses when there is no longer a empty spot on the board to place a new piece.
- Benjamin Millek: He did it all with the aid of a code monkey DNA infusion.
Kleptocracy
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- Project Website
- AI_wireframe_demo.wmv 44M
- dino_run_4.wmv 5M
- egyptian_run_2.wmv 32M
- KleptocracyInstall.exe
Kleptocracy! is a cartoony, fast-paced action extravaganza! In Kleptocracy! you play as a thief involved in a competition with his peers to determine who the best thief in town is. A tournament has been arranged for the thieves to all enter the local acclaimed museum and obtain as many items as possible within the time limit. They will have to evade the many patrolling guards as well as the intricate security system. Luckily they're armed with several gadgets to help.
- Andy Vella - graphics engine, shaders, UI, level design
- Charlie Burgin - AI, sound engine
- Colin Sipherd - core engine, level rendering, NovodeX integration
Last Stand
Last Stand is a hybrid first person shooter and real time strategy game. You play the part of a lone space marine on the surface of barren enemy planets who must build and defend a base from swarms of oncoming aliens. The hatch leading down to the civilian colony must be defended at all costs! Use personal weaponry and strategic base building to combat the four alien types, each with unique A.I. Gather resources from defeated enemies to research new technologies and build structures. This fresh spin on the RTS and FPS genres places the player directly in the action, making Last Stand a unique and engaging experience.
- Brenton Anderson - graphics, weapons, visual effects, game design
- Ryan Thorlakson - enemy A.I., deformable terrain, player and projectile collisions and physics, and the input, console, and messaging systems
Myszere
Myszere is a casual game aimed towards 18-40 year olds who don't normally play games and want short distractions. The gameplay is that players must solve terrain puzzles by manipulating the materials available to them in order to bypass obstacles. Once players get bored with the available levels, they may wish to create levels of their own using the built in level editor.
- Brian Rosmond - Individual project, coder, graphics, physics, game play
Loose Cannon
Coming Summer 2006!
Propero
Propero is a single player fast paced racing game where the player races futuristic ships against numerous A.I. controlled players at very high speeds. Special graphical effects and dynamic music make Propero an exciting game with a unique art style not found in other racers. Players must strategically use a boost ability to stay ahead of the competitive A.I. while maintaining control. Innovative track designs and environments allow for an engaging racing experience.
- Ben Barrett - A.I. using way points and a neural network with back propagation to help train A.I. players
- Pat Laukaitis - engine design, graphics, pixel and vertex shaders with
- Jason Runta - level editor, physics and particle systems, menus and HUD
- Damon Thompson - level editor, dynamic sound system, level design
- Matt Wilson - three dimensional physics, particle systems, art and textures
Resonation
Resonation is a First Person Shooter that utilizes the frequency of sound waves for gameplay. You assume the role of Naliah, the relic hunter. You come across this ancient artifact that when worn transforms your arm into an ancient weapon called the Resonator. You will have to solve the mysteries of an ancient catacomb utilizing the different frequencies to solve puzzles and eliminate the monsters that haunt the maze looking to feed on the one who wears the ancient weapon.
- Todd Eckert - game designer, game architecture, networking
- Doug Heimer - graphics and special effects
- Jason Hoffman - AI, Lua scripting, HUD (bezier spline curve ammograph)
- Chuck Skoda - product manager, physics using NovodeX API
- Jeremy Ernst - ARTIST, lead artist
- Mike Monroe - ARTIST, environmental artist and textures
- Terry Lo - ARTIST, enemy design, slides, objects
Spherious
An addictive puzzle game, Spherious is about matching numbers and colors to remove spheres from a cube. The more you remove, the more points you get. Play single or multiplayer on a network - use items from your inventory to help solve your problems or cause some for your friends!
- Stephen Mortimer - graphics, game play, tuning, HUD
- Joseph Whitman - networking, game play
- Aaron Ward - game design, general programming
Splode
SPLODE is a 3D turn based tactical action shooter in the vein of such titles as Worms 3D, Gunbound, and Scorched Earth. Players take control of tank-like vehicles and use careful aiming and tactically use the destructible environment to blast each other to bits with a wide variety of weaponry. Being a match based game, there is no story per se. There are 4 attacks available to each character each executed similarly but with wildly varying effects. Players use or destroy the terrain to gain a tactical advantage over other players during the course of the match such that no 2 matches will ever be the same!
- Chris Lierman - weapons, behaviors, particle effects, designer
- Marlon Keating - HUD, menus, user interface, production
- Andrew Ladenberger - game engine, cloth effets, height maps, terrain generator
Super Sternkampfer Assault
Super SternKampher Assault is a rail shooter in which the player takes control of the hyper-advanced starfighter SternKampher in its desperate battle against the devastating Bio-Cyborgs. The game is a three dimensional rail shooter set in a war-torn future. The player takes the role of the pilot of the futuristic starfighter SternKampher to fight back against a Bio-Cyborg invasion of planet earth. The game uses a variable camera - the gameplay can shift mid-level from a behind-the-ship perspective in which the player controls the SternKampher’s path through a 3 dimensional battlefield to a horizontal or vertically aligned ‘classic’ style with 2D gameplay. Confronting new methods of enemy attack and obstacles in these varying views will be a key element to succeed in the game, appealing to both the fans of modern shooters and enthusiasts of the ‘old-school’ shooter, giving the game a wide audience.
- Kevin Drew
- Dan Panuska
- Corey Fellows
- Joe Kimmes
- Anthony DiJulio
Barrel Rapids
A barrel has long been a safe method of shipment for individuals from mountain towns to traverse their local river and safely get to the bottom of waterfalls. There is even an annual tradition in Niagara Falls on the Canada side (where laws are more relaxed despite higher taxes) where riders from all over the world race down the beautiful natural wonder of our world in makeshift huckleberry juice barrels. Barrel Rapids is based on such an event, but takes place in the remote hills of Jackson Hole, Wyoming, where the thrills are cheap and locals are friendly.
- Peter Kugler: Games Designer, Graphics, Tools/Scripting
- Thanh Nguyen: Test Manager, Water, SFX
- Tyler Ernst: Producer, Networking, Audio
- Brian Kircher: Technical Director, Physics, User Interface
- Chance Lyon: Product Manager, AI, Game Logic
Chroma Clash
In Chroma Clash, you drive your car around, attempting to cover as much of the terrain with your color paint as possible. In the exiting mayhem of painting, you can take control powerful turrets which will help you achieve your goal. There are also a number of powerups to help increase your paint output per second which will help you win the match. Whoever has the most terrain covered when the timer reaches zero wins the match.
- David Siems -- Producer. Physics and Sound.
- Jonathon Junker -- Designer. Networking and Game Logic.
- David Johnson -- Technical Director. Graphics and Special Effects.
- Chad Hinkle -- Product Manager. Artificial Intelligence and User Interface.
Comrade Ivan's Kannonwagens
Comrade Ivan’s Kannonwagens is multiplayer fragfest: big tanks, unique weapons, destructible environments, massive explosions and realistic physics. The control style and game play will be similar to controlling a tank in games like Halo and the Battlefield games. Each Kannonwagen comes equipped with three different attacks: ice, fire, and regular shots. Players can develop interesting strategies like first slowing down their enemies with the ice shot and then setting them on fire with the fire shot. Game features two action packed unique levels filled with clever enemy bots. Both levels have obstacles that can be either destroyed, or used as cover from enemy fire.
Forged from a team of talented developers, Comrade Ivan’s Kannnonwagens is a must have for anyone who enjoys a fast-paced military action games. Both novice and advanced players can enjoy it, and it offers many unique levels of strategy.
- Alex Brogger – Producer: sound and music, artificial intelligence
- Roman Timurson – Product Manager: physics, math libraries, original game concept, model tool
- Chad Taylor – Technical Director: system architecture, graphics, visual effects, level tool
- Reed Gonsalves – Lead designer: networking, device input, UI, game logic, game design
Donut Derby
Donut Derby is an adrenaline filled 3D racing game, which plays out on rollercoaster terrain at white-knuckle speed. It is an addictive challenge of cunning and twitch reflex with pulse pounding action and a host of surprises guaranteed to keep you on the edge of your seat.
- Chris Morse is the producer and did networking, player managing, and user interface.
- Christian Garrett is the technical director and did AI and game logic.
- Jonathan Zbikowski is the product manager and did physics and sound.
- Dave Mahoney is the designer and did graphics and special effects.
- Rob Lange is the test manager and did random track generation and game logic.
Fast Racer 2
- No Download Available At This Time
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Can you survive the deadly highway racing of Fast Racer 2 and become Sea-Town's street racing champion?
Fling
- No Download Available At This Time
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Fling is a 3D multiplayer game of catapulting and conquest for Windows. With a unique blend of light real time strategy and artillery style gameplay, Fling puts players behind the catapults of giant citadels ringing an ancient battlefield. Using only their catapults to interact with the world the players build up a web of support buildings in order to utilize the resources available on the battlefield and move to within striking distance of other players’ citadels. Players fling hapless minions into the battlefield to carry out simple orders or just to watch them fly through the air. Minions without the benefit of orders choose the best course of action (such as resource gathering or fighting) based purely on their surroundings. When it's time to really get medieval players fling giant boulders into the fray to do what they do best: squish minions and destroy buildings! Catapults are controlled using an artillery style aim/power interface with deliberately coarse feedback, adding an element of skill and risk to every action.
- Habib Loew - Game Designer, AI, UI, Framework
- Michael Felice - Producer, Graphics, Special Effects
- Austin McGee - Technical Director, Networking, Game Logic
- Russell Hochenedel - Product Manager, Physics, Audio
Medieval Kleptology
Medieval Kleptology is a medieval-themed 3-D multiplayer stealth-action game where players take the role of thieves looting a huge castle. Players must fight and sneak their way through a labyrinth of guards and traps in order to steal as much treasure and property—and even people!—as possible. But be careful, because the more you steal, the more you are weighed down and the more difficult it becomes to move around safely. Players can return to their getaway horse to relieve their burdens and return to the castle for more plundering.
- Dustin Fischer - Producer / Special Effects
- Russ Wardinsky - Game Designer / Scripting, Level Design
- Joe Boyd - Test Manager / Physics
- Kyle Sorge-Toomey - Tech Director / Graphics
- Ian Hall - Marketing / Lua, Editor
Pingo
Pingo is a game where you paint colored trails onto the groud to lead colored spheres (Pingos) to the goal. You must avoid enemies that are trying to clean up your paint and trying to eat the spheres you are leading. The game takes place on a spherical world with no boundaries. You can roll in all directions around it to find the Pingos. You can also compete with friends over a LAN for an added challenge.
- Ian McCoy worked really hard on the AI and Audio.
- Seth Denner worked really hard on the Networking and GUI.
- Jake Bottelberghe worked really hard on the Graphics, Special Effects, and our message system.
- Simon Gayton worked really hard on the Physics and Input.
Playground King
Playground King is a 2 player networked oriented real time strategy game that is about ruling the playground using elementary school children. The goal is to defeat the opponent by sending your kids to their base while defending your own base from their kids. You can create 3 types of children which vary in functionality, and 3 types of towers which will try to stop the incoming children. Additionally, walls can be used to slow them down and you can change your own kids trail by moving the flags they follow. Currency in the form of Lunch Money is used to create children or build defenses. Lunch Money is given periodically and the amount can be increased by sending more children.
- Cassidy Patzuk-Russell - Technical Director/Graphics/Effects/Animations
- Josh Bouckenooghe - Designer/Networking/Audio/Utilities
- Hardik Shah - Producer/Artificial Intelligence/Game Logic/User Interface/Utilities
- Gene Siew - Product Manager/Physics/User Interface/Utilities/Art
Pocket Park
A fast paced 3D action game with puzzle elements, Pocket Park gives each player several spheres of varying sizes at his disposal. The players goal is to get all of his spheres into the goal area of the map before all of the other players. The landscape is full of obstacles that can help or hinder the player. The use of the landscape will be vital as it will allow you to aid you orbs travel to the goal area, or even hindering it’s progress.
- Matt English : Producer
- Noah Hopson-Walker: Tech Director
- Adam Demers : Designer
- Steven Dimmick : Product Manager
Robot Apocalypse Racer
- No Download Available At This Time
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Compete against eight rivals in Robot Apocalypse Racer for the glory and honor of leading all of Robot-kind to safety. You and up to seven friends can battle to collect as many green orbs as possible. Pass through a blue orb to obtain a weapon or item with which to wreak havoc, at random. Red orbs replenish the Trinergy level. Trinergy is used to power the weapons, items and the flying vehicle. Run out and you’ll re-spawn in a red orb at the price of a green orb.
- Molly Jameson is the Producer and Test Manager and she programmed the AI, Audio, Weapons Systems.
- Ian Callanan is the Game Designer and he programmed the Networking and Input/Command System.
- Brent Campbell is the Tech Director and he programmed the Graphics, Special Effects, and Game Engine.
- Jessica McCrory is the Product Manager and she programmed the Physics.
SphereDux
- No Download Available At This Time
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Spheredux is a 2D top-down action-adventure game in the vein of Zelda Four Swords Adventure. A strong focus was built around all the essential properties of a game. Levels are randomly generated with bosses populating the 3rd and 5th levels. Genetic algorithms tailor the level to your personal playstyle, ensuring each game is a new experience. As you roll around, you can attack the enemies in the level and solve puzzles. When other players join in, special abilities are unlocked, like making the red player immune to lava. When players link, those abilities are shared, encouraging players to work together.
- Christopher Glass was the producer who worked on the physics and sound.
- Adam Henderson was the designer who worked on the AI and gameplay.
- Ben Phillips was the product manager who worked on the networking and user interface.
- Cody Valentinus was the tech director who worked on the graphics and special effects.
Tank'd
Tank’d is a fast action, three dimensional, vehicular combat, and real time tank game. Navigate around randomly generated terrain to find and destroy other tanks. Have a hill in your way? Rip it up with Tankd’s destructible terrain! The game allows network multiplayer up to four players. Don’t have friends? Then play against some of the smartest AI around town. They will flank and try and sneak around to take you out. Realistic physics and mind blowing graphics enhance the game’s inner beauty. So be prepared to get Tank’d!
- Luke Yen (Producer): AI, player class, tank object revisions, option functions, and instruction manual.
- Thomas Johnson (Designer): graphics, framework, tank model, various shaders, particle system, and destructible terrain functionality.
- Danny Karp (Technical Director): networking, HUD objects, menus, set up game logic, and Lua scripts.
- Daniel Miya (Product Manager): physics, tank object, math library, and projectiles, art creation, SFX creation and the Tank’d theme song.
Toblo
***2007 IGF Finalist, Professional***
***2007 SlamDance Guerrilla Game Competition Finalist**
Toblo won the Audience Award at the PNW Game Conference in Portland, Oregon. (http://www.nwgamesfestival.com) Toblo is a fast paced capture the flag game that takes place in a fully destructible block world. Pick one of two teams: angels or demons. Play against intelligent AI bots or against up to 4 friends over LAN. Pick up blocks off the ground or rip them from the environment. Toss them at opponents to knock them out. Use a bomb block for maximum destruction!
- Steve Chiavelli - Testing Manager - Programmed networking and menus, along with playtest management.
- John Jensen - Technical Director - Programmed rigid body physics, audio, and core engine programming.
- Zach Peterson - Producer - Programmed the level loader and gameplay.
- Brad Rasmussen - Game Designer - Programmed AI and did most of the artwork.
- Ben Smith - Product Manager - Programmed the graphics and special effects.
Armored Aggression
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- ArmoredAggressionInstall.exe (This game requires .NET to be installed in order to run)
Armored Aggression is a fast paced, action packed, game in which players fight in hover tanks within an online arena. While the AI in our Practice Mode will surely give you a challenge, you can always plug in to connect and play against your friends! With up to 9 different ship configurations ranging over 3 hull types and 16 weapon types, there is something here for everyone. Fully customizable keymap and grpahics options - quite user friendly!
- Valere Vanderschaegen - Game Designer, Networking, Framework, Lua Wrapper
- Chris Gay - Technical Director, Physics, Weapons, AI
- Justin Arruda - Lead Programmer, Graphics, UI
- Luke Thompson - Producer, Input, GUI, tools
The Bowling Ninja
The Bowling Ninja is a puzzle-shooter hybrid. The self proclaimed “Bowling Ninja” must face the popular “Bowling Pin Clan” on the field of battle in an attempt to get his “Bowling no Jutsu” officially recognized by the Ninja Community. The Bowling Ninja must strategically make his way through levels of varying difficulty using an arsenal of various Bowling Ball attacks, while avoiding obstacles such as trees, enemy ninjas, and Bowling Pin projectiles.
- Eric Bengfort - Product Manager, Levels, AI, Boss Creation
- Brad Campbell - Physics, scripting, bowling techniques
- Erik Osaben - Producer/Designer, graphics, art assets, gameplay
- Paul Masatani - programming
- Daniel Stevens - programming
Construction Story
Construction Story is a 2D platformer where you play as a construction worker who is trying to reclaim his construction site from the horde of cute creatures that have suddenly appeared in it. Use five different weapons, including a duct tape grappling hook, to fight through five different levels and reclaim your pride.
- William Towns - Producer, sound, input, scripting language, console, weapons
- Matthew Koch - Technical Director, Physics, optimization, menus, game engine
- Charles Surmonte - Product Manager, graphics
- Stefan Bikun - Designer, AI, Level Editor
Gelatin Joe
***2006 IGF Finalist, Student Showcase***
Gelatin Joe is a 2D platformer in which the player controls a blob of gelatin on his quest to save the world from desaturation. Joe will have to use his brains and blobs in order to solve puzzles and progress through levels to defeat the evil Billy Bob the Bionic Blob.
- Jason Jackson: Technical Director - Game Engine, Graphics, Interface, Level Editor
- Matt Craver: Designer - Physics, Particle Engine, Game Objects, Level Design, Art
- Eric Alderuccio: Producer - Audio, GUI
- Andrew O-Mahony - AI, Product Manager, Installer
Law Of The Sea
In Law of the Sea, you control a single ship to take part in the battle for control of the sea. Along the way, you will have access to larger, more powerful ships, a wide array of weapons, special attacks, and the ability to customize and upgrade your ship. Weapons range from cannons that fire regular cannon balls to explosives like the rocket launcher.
- David Saunders - Designer: Sounds, particle engine, physics and collision detection and response, weapon and upgrade system, neat water.
- Michael Sharpe - Producer, game engine, graphics engine, HUD & Menu System, Level Editor.
- Ryan Meyer: Technical Director, AI, Game Art, Maps, Gameplay.
OMG! Real Zombies!
Have you ever been walking down the street and found yourself consumed by the need to blast some zombies away? How about making your favorite morning pastry and wished you could save Paris from hordes of swarming undead? Well now you can. In OMG Real Zombies you save Tony's Pizzeria and the Eiffel Tower from being overtaken by "Raging Zombies." Fight against four distinct types of zombies in this fast-paced 2D shooter modeled on simulating a first person shooter experience. You can even hook up an x-box controller through USB and enjoy an outstanding multiplayer experience.
- Dustin Vertrees -Designer & Programmer, level editor, levels
- Skyler Coker - Technical Director & Coder, Physics
- Matthew Helbig - Product Manager, coder
- Shane Mathews - Producer & Programmer
Psychosteamion
A 2D, top-down action/adventure game set in a steampunk/magic hybrid world, with an emphasis on puzzle and dungeon-crawling elements. Psychosteamion is a combination of hack’n’slash and puzzle-solving. Our goal is two-fold – to create a compelling, enjoyable game that will be enjoyed by our target audience (and, hopefully, even those who fall outside the range of our expected audience) and to pay homage to the classic Zelda style action/adventure games that were prevalent on the earlier console systems.
- Joseph Tkach - map editor, menus, loading, general coding
- Zach Aikman - Designer, sound engine, main game loop
- Paul Marden - Technical Director, engine design, loading, lighting
- Steve Bjore - Product Manager, graphics, input, widgets
- Andy Plummer - Lead Tester, programming
Redevilopment
Ever wonder how a villain could call a dangerous, trap-filled, deadly dungeon a home?
In Redevilopment, play as the evil genius Richard Tubula as he tries to take over a princess’s castle by making it menacing enough to thwart any would-be do-gooders.
Explore and collect power-ups throughout the kingdom of Gold Grove in order to create new, more evil vehicles and traps. Use them against the protectors of Princess Mary Sue’s kingdom in order to claim the land as your own, and eventually stop the assault of Tubula’s arch-nemesis, the ‘hero’ Brandanimous.
- Andrew Maneri – Game Designer, AI, particle systems, input
- Carina Keuhl – Producer, sound, math, enemies, pathing
- David Roberts – Technical Director, graphics
- Cody Pritchard – Tester, physics, debugging, resource parser
- Thomas O’Connor – Product Manager, Lua Script manager, networking
Squishy the Starfish
Squishy the Starfish is a 2D side-scrolling environmental puzzle game. Making use of Squishy's unique ability to extend his five elastic arms, the player must swing, climb, and maneuver throughout the underwater world.
- Micheal Beach - Producer / Graphics, Level Editor
- Jamie Gault - Technical Director / Input, AI, Game Objects
- Cody Luitjens - Product Manager / Engine, Particles, Menus, HUD, Text, Audio
- Jami Moravetz - Lead Artist / Art
- Rob Percival - Designer / Physics
Detox
Detox is a 2-D puzzle, cutesy, time waster. Ultimately, DeTox is “Tetris on crack.” Players control the rotation of a circular area containing blood cells being attacked by toxic substances. By aligning the incoming enzymes with the corresponding harmful toxins, the blood cells are set free. An unsteady hand will do more damage than good!
- Tunde Adegbola - Programmer / Product Manager
- Dean Neiwert - Programmer / Producer / Technical Director
- Kyle Walsh - Programmer / Technical Director / Producer
- Kami Neumiller - Programmer / Game Designer
The Exiled
In the distant future, crime has run out of control and criminals are now being exiled to the distant Talaczar Nebula. Players take on the role of a bounty hunter in the Talaczar Racing League, a vicious, cutthroat organization dedicated to destruction, mayhem, and the occasional checkered flag. Each new race means a new bounty on your head, and on the head of your foes. Destroy your opponents to collect as many bounties as possible to purchase the ultimate racer. Die before the finish line, and lick your wounds in your old piece of junk.
- Michael Dawe: Physics, Gameplay, Game Designer
- Brian Treveth: Graphics, Gameplay, Producer
- Alex Pecoraro: AI, Gameplay, Production Manager
- Amit Karim: Gameplay, Technical Designer
VeNix
VeNix is a cel-shaded, miniature vehicular combat game that takes place in a suburban home in Redmond, WA. Players do battle as one of 3 miniaturized
alien craft (or one tiny human tank), each with its own set of unique
weapons and powers. Players must utilize their wits to navigate his/her
vehicle around a level composed of ordinary household objects and fight the
opposing vehicle (or a group of vehicles) in an epic struggle, at 1/64th
scale.
VeNix features several game modes that pit the player against a single enemy, against waves of enemies, or against multiple enemies at the same time. There's even a two-player head-to-head mode that can be played on the same computer.
System Chaos
Trellian is a third person action/platformer that will challenge your mental resolution to solve intriguing puzzles and defeat menacing enemies: As a new supercomputer whirred to life in a vacant police station back in the 80's, menacing viruses poured in from the present...and the future. Entering modern time through a temperal distortion, the viruses began tearing the system apart. They were changing it into a new world fit only for their purposes. You are the good equivalent of a very bad virus, your name is Trellian. Your job is to save the future and the time is now.
- Malia Guerrero - Producer, physics system, element system, web designer
- Ross Dexter - Technical Director, graphics engine, UI, map parser from WorldCraft to our own SCL format, animation system
- Greg Kohne - Designer, networking, level designer, particle system
- Adam Henderson - Product Manager, A.I.
- Jennifer Coig - Artist, tiles, models, etc
