ken·i·sis - noun. - from Ken [knowledge] and Isis [Egyptian mother goddess], meaning the union of knowledge and creation. Refers to game programming.
         







  
Speed Trip
S.P.H.E.R.E.
Variance
Zill
Incrediball
Ray Tracer
Splines
Bezier Curves
Glyph
Bezier Patch

Bezier Patch Demo
Dec 2005/Jan 2006
S y n o p s i s
I created this demo at the end of a semester of curve and spline math, mostly because 2D curves and splines were boring me. I love terrain demos, even though they all start looking the same, but decided to model terrain anyway! The surface you will see when you run the program is formed out of nine Bezier patches merged together to form one continuous, seemless surface. Dirt and grass textures are blended together using the slope of the terrain at any given point using pixel/vertex shaders. Use the arrow keys to rotate the camera, and A and Z to zoom in and out. Enjoy! I plan on making another version of this demo that is more interactive.
S c r e e n S h o t s
D o w n l o a d
DOWNLOAD
All Content © 2006 Stephen Seibert, All Rights Reserved

Glyph
Summer/Fall 2005
S y n o p s i s
Save a dying world by assembling ancient glyphs in this epic puzzle adventure. Harness the powers of Wood, Fire, Water, Metal and Aether as you explore 255 dazzling levels in 5 different worlds. Help heal the land in Quest Mode and try Action Mode for an even greater challenge.
T a s k s
Position Programmer
Accomplishments Prototyped and helped in conceptual design.
S c r e e n S h o t s
For screen shots visit Sandlot Games.
D o w n l o a d
DOWNLOAD from Sandlot Games
All Content © 2006 Sandlot Games, All Rights Reserved

Ray Tracer
Fall 2005
S y n o p s i s
This is a project I did for my ray tracing class. In this ray tracer I have implented both global and local illumination, reflection, and refraction. In the area of objects this ray tracer has spheres, boxes, polygons, and ellipses. This has been a fun project so I will most likely add to it over time. Ray tracers are too much fun to work on.
S c r e e n S h o t s
D o w n l o a d
DOWNLOAD
All Content © 2005 Stephen Seibert, All Rights Reserved

Incrediball
Summer 2005
S y n o p s i s
The firm of Stephenson, Gibson & Sterling charges you with piloting a splendid airship. Heading to China, your hushed associate, Mr. Lynch, tells you of constructs that have taken over remote parts of the world.
T a s k s
Position Programmer
Accomplishments High Scores Implementation
  Downloadable Content Implementation
  Particle Systems and Editor
S c r e e n S h o t s
For screen shots visit Sandlot Games.
D o w n l o a d
DOWNLOAD from Sandlot Games
All Content © 2005 Sandlot Games, All Rights Reserved

Speed Trip
Spring 2005
S y n o p s i s
This game is a high-speed racer where you can drive on the walls and ceilings of the track, and all the while you have perfect control of your racer from sliding left to right, to turning on a dime. Your opponents are violent and will stop at nothing to see you lose, and will ram, smash, and grind your vehicle to see to that.
N o t e s
This is my senior project at DigiPen. As any game project, this one was fun to work on. It was my group's first attempt at a racing game so during the course of development it has gone through many design and engine changes. A racing game has proven to be more difficult than was originally thought, so I tip my hat out there to all the professional developers out there! A download of the current project is available, and at the end of April I hope to have the final version available to everyone.
T e a m
Teammate
Position
Accomplishments
Matthew Rudge
Technical Director
Game Framework
Tech Design Document
Physics Engine
Stephen Seibert
Lead Designer
Producer
Graphics Engine
Racetrack Editor
Game Design Document
Stephen Hosmer
Art Director
Artificial Intelligence
Gameplay
Interface
Orion Culver
Programmer
Physics Engine
Ben Horbul
Product Manager
Sound Engine
Gameplay
S c r e e n S h o t s
D o w n l o a d
Requirements:
Windows 2000/XP, GeForce3 or higher video card with 64 MB RAM, 2.0 GHz Processor, Pixel/Vertex Shader 2.0

DOWNLOAD
DOWNLOAD ( Game Design Document )
DOWNLOAD ( Technical Design Document )
All Content © 2005 DigiPen(USA) Corporation, All Rights Reserved

Spline Demo
Fall 2004
S y n o p s i s
This spline demo is a small project, but demonstrates how three types of splines interpolate through a given set of points. The three splines displayed are a basic cubic hermite, Catmull-Rom, and Kochanek-Bartel. Use the mouse to move points around, and to add them.
S c r e e n S h o t s
D o w n l o a d
DOWNLOAD
All Content © 2005 Stephen Seibert, All Rights Reserved

Bezier Curve Demo
Fall 2004
S y n o p s i s
This spline demo is a small project, but demonstrates interpolation of a bezier curve through a given set of points. Use the mouse to move points around, and to add them.
S c r e e n S h o t s
D o w n l o a d
DOWNLOAD
All Content © 2005 Stephen Seibert, All Rights Reserved

S.P.H.E.R.E.
Spring 2004
S y n o p s i s
In S.P.H.E.R.E. you roll around as a sphere in an arena like an underground rat maze with no choice but to destroy your opponents one by one. It’s a dark hunter-hunted environment full of traps laid by you, and traps laid by your opponents. You never know what’s going to be around the corner when you get there, so you are always sure to keep a weapon loaded for such unexpected surprises as meeting your enemy sphere to sphere.
N o t e s
This game was really fun to work on. When you have no artists, and you must rely on programmer art, your game design must rely on geometrical shapes. I think its unique in that aspect. You can roll around and kill anything with a radius. We had a change of regime within the group after a few months because our tech director mysteriously vanished off the face of the planet after surrendering the technical design document. Many theories and rumors circulate about what had happened to him that fateful day in October, and since then we have recieved email confirmation of his survival. However, no visual confirmation has been obtained so these email may yet be false.
T e a m
Teammate
Position
Accomplishments
Sam Schanken
Technical Director (Initial)
Technical Design Document
Ben Horbul
Technical Director (Second)
Sound Engine
Gameplay
Networking
Messaging System
Stephen Seibert
Lead Designer
Graphics Engine
Menus and Interface
Game Design Document
Stephen Hosmer
Art Director
Map Editor
Weapons and Traps
Gameplay
Benjamin Millek
Producer
Artificial Intelligence
Code Menkey
Matthew Rudge
Product Manager
Lead Tester
Physics Engine
World Design
S c r e e n S h o t s
D o w n l o a d
Requirements:
Windows 2000/XP, DirectX 9.0-compatible video card with 64 MB RAM, 1.0 GHz Processor

DOWNLOAD ( Gold Build )
DOWNLOAD ( Game Design Document )
DOWNLOAD ( Technical Design Document )
DOWNLOAD ( Microsoft Project Timeline )
All Content © 2005 DigiPen(USA) Corporation, All Rights Reserved

Variance
Spring 2003
S y n o p s i s
Variance is a top-down space shooter with 360-degrees of freedom. Flying through the levels it is your objective to get money by blowing up enemy spacecraft so that you can customize your ship with bigger and badder weapons so that you can blow the infamous Overlord Bob our of the solar system.
N o t e s
This was my sophomore project. We decided that a space-shooter would be fun, and would be even more fun if you could fly in more than one direction. I'd consider this 2D space-dog-fighting. Unlike the other games on this site, this project is using OpenGL and is compatible with a gamepad (and use of one is highly encouraged).
T e a m
Teammate
Position
Accomplishments
Stephen Seibert
Technical Director
Game Framework
Tech Design Document
Physics Engine
Gameplay
Artificial Intelligence
Andy Tidball
Lead Designer
Game Design Document
Level Editor
Level Design
Matthew Sherrill
Producer
Product Manager
Sound Engine
Artwork
Level Design
Sam Schanken
Lead Tester
Menu System
Artificial Intelligence
Weapons
Ship Customization Interface
S c r e e n S h o t s
D o w n l o a d
Requirements:
Windows 2000/XP, OpenGL-compatible video card with 64 MB RAM, 800 MHz Processor

DOWNLOAD
All Content © 2005 DigiPen(USA) Corporation, All Rights Reserved

Zill
Spring 2002
S y n o p s i s
This is an RPG where you are Zill, a young warrior who washes up on the shores of a mysterious continent with no recollection of who he is or where he came from. As Zill you can be a paladin, a barbarian, or a wizard and fight your way through the continent to discover who you truely are.
N o t e s
This was our freshman game where we were given a semester to complete a text-based game. So we went above and beyond what was required and have an entire array of ASCII-art, an overworld map, and cut scenes. I still find it hard to believe what we were able to accomplish in fourteen weeks.
T e a m
Teammate
Position
Accomplishments
Kyle Foley
Technical Director
Technical Design Document
ASCII Graphics Engine
Game Objects
Land Movement
Art
Shai Oren
Producer
Combat System
Enemies
Art
Troy Reppas
Lead Designer
Game Design Document
Inventory System
Level Design
Enemy Design
Orion Culver
Art Director
Cut Scene Engine
Cut Scenes
Art
Stephen Seibert
Lead Tester
Bug-tracking system
Scripting Engine
Character Creation
World Map Interactivity
Art
Andy Tidball
Programmer
Level Editor
Scripting Engine
Art
Japeth Turley
Programmer
Cut Scene Editor
Art
S c r e e n S h o t s
D o w n l o a d
Requirements:
Windows 2000/XP, 5 MB RAM, 100 MHz Processor

DOWNLOAD
All Content © 2005 DigiPen(USA) Corporation, All Rights Reserved
 
All Content © 2005 Stephen Seibert, All Rights Reserved