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

Developed by: Two Man Army
Owned by: DigiPen Institute of Technology

  • Players: 1

  • Genre: Puzzle-Platform

  • Platform: Flash, PC

  • Date Released : April 20th, 2011

Aztec Warrior

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

Aztec Warrior Intro

Main Menu

Main Menu

Level Map

Level Map

AZ Screenshot 01

AZ Screenshot 01

AZ Screen Shot 02

AZ Screen Shot 02

AZ Screen Shot 03

AZ Screen Shot 03

AZ Screen Shot 04

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

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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 1

Ciel Screen Shot Level 2

Ciel Screen Shot Level 2

Ciel Screen Shot Level 3

Ciel Screen Shot Level 3

Ciel Screen Shot Tutorial

Ciel Screen Shot Tutorial

Ciel Basic Mode

Ciel Basic Mode

Ciel Kaze Mode

Ciel Kaze Mode

Ciel Hades 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

Locked In Logo

Locekd In Intro

Locekd In Intro

LI Screen Shot 01

LI Screen Shot 01

LI Screen Shot 02

LI Screen Shot 02

LI Screen Shot 03

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.

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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 Intro

Armada Screen Shot 01

Armada Screen Shot 01

Armada Screen Shot 02

Armada Screen Shot 02

Armada Rules

Armada Rules

TeamLogo-2.JPG

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. 

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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

 

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AZ Screenshot 01