
STUDENT GAMES
These are the games that I made during my time at DigiPen Institute of Technology. Developed either as individual projects or team projects, ranging from 2-4 person teams.
I had different roles in each team: producer, programmer, art director, and lead designer. More often than not, I had more than one role per team.
Here are some noteworthy projects I'm more proud of than or others that gave me invaluable lessons that I've carried from one project to the next.
AZTEC WARRIOR
In this puzzle platforming Flash game you play as Ollin, who wants to become an Aztec warrior. In order to do so, he must find the exit to each level, however the levels are impassable at the start. Therefore, with Tezca's helm, you must rearrange the rooms in such a way that you can find the a path to the exit.
Features:
Level manipulation to clear levels
Player can earn Trophies, which add replay value to game
Puzzle solving while avoiding obstacles
Game is also in Spanish (Esta en Español)
![]() Aztec Warrior Intro | ![]() Main Menu | ![]() Level Map |
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![]() AZ Screenshot 01 | ![]() AZ Screen Shot 02 | ![]() AZ Screen Shot 03 |
![]() AZ Screen Shot 04 |
TWO MAN ARMY
Development Team
As a team comprised of only game designers, with no one from the BSCS, programming, degree, we were allowed to make a Flash game. This meant we had more time to design and less time building an engine from scratch. We still had to learn how to work Flash and the middle ware we used, Flixel. After two semesters, 30 weeks, this was the result. Aztec Warrior, nominated for 3 DigiPen Awards: Most Innovative Game, Best Music, and Junior Game of the Year
Lead Designer / Producer / Content Creator / Programmer / Voice Actor
Maintaining the team's focus in the project
Keeping plans, risks, and mitigation, up to date
Providing art assets that that are consistent with the game style
Creating sound effects and music that immerse the player in the environment
Maintaining code conventions and write the more complex algorithms
Collaborate with the Level Designer to polish the shared vision for the game
Research on game theme
Organizing focus groups and retrieve player feedback
Writing documents: GDD, TDD, ADD
UI design

JOSEPH GLATT
Level Designer / Programmer
Level Layouts


CIEL: LEGEND OF THE SKY DRAGON
This game lets the player fly the sky dragon, around three different levels, each level with their own dragon boss. Each level challenges the player with wave after wave of enemies in a game of survival. This game is a tribute to the old school arcade games with a bit of a twist. Game encourages the player to kill enemies of the same color to create chains which then gives them health pick ups and bonus points. The player can choose among three different dragon types that best suits them.
Features:
Top down 2D flying shooter
Change among 3 Dragon Modes with different strengths and weaknesses that best suit your style
Keeps track of your score to earn a new high score.
Create chains by killing the same colored enemies for bonus points and health pick ups
Dragon Types:
Basic Mode: All around, balanced in speed, power, and defense
Kaze Mode: Fastest mode, but weak power and defense, also can dodge by flying sideways
Hades Mode: Strongest mode both power and defense, but slow
![]() Ciel Screen Shot Level 1 | ![]() Ciel Screen Shot Level 2 | ![]() Ciel Screen Shot Level 3 |
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![]() Ciel Screen Shot Tutorial | ![]() Ciel Basic Mode | ![]() Ciel Kaze Mode |
![]() Ciel Hades Mode |
LOCKED IN!
You work as a janitor at Darkwood Hospital when all of a sudden it locks down.The player must find a way out in this Horror Text Based game. In order to flee, you will have to solve the mystery behind the lock down and uncover the horrible truth lurking inside this hospital...
Features:
Talk to NPCs to uncover information
Your map keeps track of explored areas
Scroll to previous messages to avoid retyping
Fight the monsters lurking in the hospital
![]() Locked In Logo | ![]() Locekd In Intro | ![]() LI Screen Shot 01 |
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![]() LI Screen Shot 02 | ![]() LI Screen Shot 03 |
LOCKED IN!
Development Team
A team of four students from the BSCS, programming, degree. We set out to make an interesting adventure game using only ASCII characters. This project took one semester in planing, about 15 week, since we were working in our individual projects, and another semester to develop.
Producer / Designer
Story line
GUI
Keeping project on Track
Creating Scenarios
ROBERT DAVIS
Product Manager
Gameplay
ANTHONY HILYARD
Technical Director
Game Engine
EVAN STORER
Lead Designer
Storyline
ARMADA BATTALION
This game lets the player take command of their fleet of ships and place them on the seas, much like Battleship. However, in this game both fleets occupy the same space.
Features:
Choose from four different types of ships
Place your ships in a 20x20 grid
AI will not let you go once it finds you
![]() Armada Intro | ![]() Armada Screen Shot 01 | ![]() Armada Screen Shot 02 |
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![]() Armada Rules | ![]() TeamLogo-2.JPG |
AFTER HOURS
Development Team
A team assembled by chance, all of us had lost our teams in the previous semester due to the usual reasons at DigiPen, we're tasked to make a project that usually took two semesters to make, about 30 weeks, in half that time. Given that, we had to make a game that could be made into a multi-player, if time allowed it, and from scratch Needless to say we did our best effort and completed the project in under 15 weeks.
Lead Designer / Art Director
Game Mechanics
Maintaining vision of the project
Keeping Project in check to be released
AI
JOSE GARZA
Product Manager
Developer
CHRISTOPHER SABATINO
Producer/ Technical Director
Lead Developer
