Please click on a title to expand or collapse the information on it.
These projects are listed with the most recent first.
Froggle Sports Mini Game Expansion Pack
An expansion to the Froggle world done for an Independent Study.
Two extra mini-games that now ship with Froggle: "Seedler Soccer" and "Froggle Soccer"
AI controlled Froggles work together to bump or flick soccer balls to their goal in the single-player "Froggle Soccer"
Seedler character gets his own soccer mini-game in a unique control mechanic in the two-player "Seedler Soccer"
- Rebuilt player control system to operate through AI inputs.
- Retooled the content pipeline to allow for multiple games to be built off the Froggle Engine.
- Seedler Soccer control mechanics and rules
Seedler Soccer Gameplay demonstration. The players are super floaty and extremely bouncy. The controls are simple and the rules even simplier: get the ball into the enemy's goal while defending your side. The fast pased competitive fun is from the imprecision of controlling the movement.
Froggle Soccer Gamplay demonstration
An exciting 3D adventure/platforming title where you use your Froggle's tongue to swing and pull yourself through beautiful terrariums.
Supports up to 16 player networking over LAN and Internet (multiplayer is not enabled in latest build however), and contains a powerful game object focused In-Game Editor.
Lua embedded with the game designer in mind - powerful integration with the editor, easy to add new content, and clear strategies for object interaction and cinematic control.
Originally used our own home-built physics engine based on Ian Millington's Game Physics Engine Development book, but I later replaced it with PhysX in semester 3 to take advantage of Continous Collision Detection for fast moving froggles, mesh collision for complex art assets, and to speed up prototyping more complex physical gameplay mechanics. We also took advantage of PhysX capsule sweeps for advanced camera, tongue, and cursor logic.
Cinematics, humorous Character and Story development, beautiful world environments - Sets the bar for future DigiPen cinematic titles!
- Worked as team Technical Director to manage Code Architecture and build quick iterations of the game
- Programming: Networking, Physics, and Lua Scripting Systems
- Support: Performance, Rendering optimizations, Post processing effects
- GamePlay: Player and Tongue mechanics, Cursor and Camera behavior, group prefab scripted behavior, level and NPC interaction
- Production: Scrum meetings, milestones, Wiki managmenent, and marketing materials
Cinematics and Gameplay Trailer made for promotional purposes.
Gameplay demonstration. The auto-target cursor was a major development, as well as the look and feel for the environment. Interactive NPC Froggles was an investment for another project that made for some cool (although under-exploited) mechanics.
The state of our single player world using our old physics engine and prior to solidifying a world art style together with our artists. Notice the old cursor - before we developed an auto-targeting system, Froggle was a hard exercise in aiming more than just controlling momentum.
This is a video of our build at the end of our Prototype milestone a few months into development. Because of the many iterations Froggle has gone though, the team almost considers this a different game. This prototype was a lot of fun, and some of the magic was lost in balancing the mechanics, level design and challenges, and artist style together. In no way are we upset about that - the current Froggle is still much better - we just understand and appreciate the tradeoffs we had to make to reach our vision that much more.
Latch is a vector based XNA project built to satisfy the course's game prototyping requirement. Works with the XBox controller on both the Windows and XBox platforms. Play with up to 3 other local players to swing asteroids into the same colored goal to compete for the highest score!
- Game Design
- All code and art assets
GrappleMod - Half-Life 2 Modification
Tells the action packed story of a familiar soldier (Shepard from Opposing Force) brought back to earth by the Gman for an unknown purpose. The gravity gun has been replaced by a Barnacle that works as a grappling gun. Swing and pull yourself through 5 intense levels in single player, and fly past other players in local multiplayer games. Bonus level is an extreme challenge in controlling momentum - and served as a prototype for Froggle.
- Modified existing Source Engine code to create new gameplay mechanic
- Used the Hammer Editor to build and script the Tutorial and End Boss levels
- Integrated maps built by other teammates to create a full campaign experience
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.
Features open world sandbox design and numerous different types of weapons, vehicles and tools to fend off the good guy and claim the kingdom.
- Binding with the Lua Scripting Language
- LAN and Internet Networking
- Marketing Materials including game box and manual
Project J.A.W.E.S.O.M.E. (Jumbled and Wild Electronic System of Mangaled Electronics) is a 4x strategy game reminescent of Master of Orion. The player must expand his control over a virtual computer network by managing resources to gain high-tech research in order to discover and eliminate the other players.
Play as one of 3 distinct entities; The Corporation, a Virus, or a Hacker; each with their own attributes and special abilities. Play online, LAN or hotseat with up to 8 players or any number of AI opponents.
"It's too big for a freshman game" - Christopher Erhardt, GAM100/150 teacher
- Game Design Document
- Exploration and Resource Menus