|
|
| |
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
|
|
|