• Coding and Game Dev - Y831

    Games may be played in school using any school issued computer. These games should also work outside of school, if you are using a non-school issued computer.

    Check out Mr. Alesi's 3D Platformer


    Within our Computer Graphics classes, we have incorporated Coding and Game Development, as a way to introduce computer science concepts. This allows us to tie together: modeling, animation, graphics, and coding into one complete package. These video games represent a few example projects from our various class levels. Each student has the opportunity to make unique customizations and completely original games.

    After taking Computer Graphics 1 - S554, take your skills and interest further, sign up for our Advanced Coding and Game Development Class Y831.

    2D Platformer - Adventures of Penny Pixel, by:Christopher Czejak


    The Making of a 2D Platformer Game - Penny Pixel

    • Coding and Game Dev students would create animations for a Player, from a original Sprite Sheet. Typical animations would include: Idle, Run, Jump, and Land, with additional animations: kick, punch, etc.
    • Next, students would come up with designs for their background and platforms. Platforms would be created using simple graphics, and scripting them to auto-generate as you would paint onto your scene. You define corner tiles, edge tiles, and infill tiles, while Unity fills in, following those guidelines, creating small or large platforms. Using layers, background details, such as clouds, can be created the same way.
    • Scripts are written to control the player within the physics engine.
    • Falloff and Respawn - We created a way for the Player to lose a life, and respawn back to a progress checkpoint.
    • Pickup game objects are created (Gems).
    • Enemies are added
    • A “Points and Life” system are scripted, and the UI (Text and Graphics) is created.
    • Scenes: Menu, Level1, Level2, and Options, are created and put into the build order.


    Adventures of Penny Pixel and Waffles - by: Xavier Spearly 2024

    Soccer Shootout - Marcus Henry, Eli Gamson

    Boss Fight - Ryan Wales 2022

    Computer Graphics 1 - Roll a Ball Games 2023

    (Use Arrows or WASD to move, Space to Jump)

    1. Nathan Sliman - Follow the Rules

    2. Izabella Myers - The Horse Barn

    3. Bella Gallo - Diner Themed

    Computer Engineering Graphics 2 - Room Renovation Project

    Ava Loehr - 2022

    • Students started this project by designing a Revit CAD designed sample to house plan. They would then incorporate their personal ideal bedroom into the design.
    • Using resource sites: 3D Warehouse, RevitCity, and BimObjects, students would download furniture and accessories for the plan.
    • The completed CAD models were exported to 3D Studio for materials and textures, and to set up model groups for our next steps in Unity.
    • In Unity, studenets would finish the designs with any last resource models and materials, then create a camera walkthrough.
    • The finished design was built as a webGL interactive walkthrough.

    Asteroids: A game created in Computer Engineering Graphics 2

    • Students developed the ship in 3D Studio Max.
    • The ship was unwrapped for texturing.
    • Photoshop was used to create an original texture.
    • The game was developed in Unity.
    • Be sure to check below for student versions.



    Asteroids By: Nolan Brautigam - Computer Engineering Graphics 2, 2023

    Coding and Game Dev

    Team Showcase:

    Walter Keiler, Josiah Hill, Eli Hill


    Box AvoidCubeRuner - Our first game of the year

    As a warm up and stretch excercise, we created a game with obstacle avoidance as the goal. The game features: levels, score, colliders, physics interactions with rigidbody, and prefabs.

    Box Avoid- Davis Rowel -  2021

    Box Avoid - Philip Figart

    Boxes of Doom - Walter Keiler

    Box Avoid - Haley Clark

    Wrong Lane - Eli Hill


    Mini-Tank Games

    In this game, our class looked at creating an original Tank model in 3D Studio. We created the animations with Tank Forward, Tank Left, Tank Right, Tank Backward, and Idle. We applied materials, and exported the scenes to Unity. There we coded and created the transitions for the animations. We created the shell and firing mechanism. In this small game version, we looked at shooting objects with and without Rigidbodies. Give it a try.

    Mini-Tank - Walter Keiler

    Mini-Tank - Emily Flick


    Tanks Multi-Player Game

    In this game, students create animations, which allow the tanks to drive around the environment. It is scripted to be a multi-player game. The camera is controlled to zoom in and out, keeping game action centered on screen, and sized to maximize the view. The opponents have a UI health ring, to monitor round health. The winner must win, the best of 3 rounds. Info will display on screen, indicating a round winner and game winner.

    Tanks - Owen Lloyd (2021-22)TanksMP

    Tank vs Tank - Davis Rowell (2021-22)

    Tanks - Ryan Wales - (2021-22)



    Coding and Game Dev, End of the year culminating projects: These represent team or individual efforts to create an all original game, using skills from the year. Time is always a factor, and these projects were limited to three weeks, from start to finish.

    Ninja Man - Alex Foor, Alex Cash, and Ethan Bollinger - In this game, students created an animated 3D character, usingNinja Man 3D Studio Max. The character was uploaded to Mixamo, to generate named animations (idle, run, attack, climbingetc). The animated character and textures were brought into Unity, where coding tied all the animations together with an animator controller. The 3D platformer scene was built out, and NPC enemies were added, tracking the player, based on proximity. 


    Brain Mush - Emily Flick, Philip Figart, Spencer Park - In another 3D Platformer, these students created an original character model, textured in Photoshop, modeled in 3D Studio, and Coded in Unity. The created the pickups, and particle systems. 

    Brain Mush








     In a team effort, they used these skills to extend the game to another level, which can be downloaded here. You will need to get the files and play the .exe on a PC.




    Mech Madness - Network Game by: Walter Keiler, Eli Hill, Josiah Hill

    Download your version of this game, unzipp, and play. This is a fun network game, where you play against your opponents, while you explore a scene map. Robots fire with laser precision, and cool particle effects.

    Download the PC version here                                                                                     

    Download the Mac version here








    Computer Graphics 1 - S 554

    Army Base Animated Walkthrough - This project is created in 3D Studio Max, textured with materials, lit using photometric lights, and exported using resource collector. Students learn to use an animated camera on a walk-through assisted path, quickly but learn rendering a movie limits where you look and for how long. As a way to give a more user interactive experience, the project is imported in our game software, Unity 3D, where a character is added, and a the scene is scripted using CSharp to control movement. This should be playable with any modern HTML5 compatible browser. Use Arrow keys to move, and the mouse or touch pad to look around. Spacebar allows you to jump. Hit the Escape key to exit the walkthrough controls.


    Roll-a-Ball - Highlight Projects - New for 2021-22

    1. Noah Hanford

    2. Kevin Burns

    3. Ava Loehr

    4. Jerry Zhang

    Army Base Walkthrough - Check out Tanya Zwart's version with a menu, animated doors and a button activated gate!

    Classic "Breakout" - Abigail Serefine


    Computer Engineering Graphics 2 - S 555

    Space Shooter - Ezra Learn-Raupach

    Roll-a-Ball - Ryan Kusaborder

     Advanced Computer Engineering Graphics-Y551

    Bad Dreams - Jacob Oakman

    Bad Dreams - Walter Keiler


    P47 Flight Game

    In this game, students build the full P47 in 3D Studio Max. The model is unwrapped, and textured, using Photoshop. A terrain is created in Unity, using the Terrain Builder. Guide arrows and goal hoops are placed, to provide a flying challenge. The propeller, is given a script, to control rotation, upon power up of the airplane. A info screen will provide basic flight controls. Enjoy the flight.

    Anthony Guide (2019) - P47 p47











    Click Here to try out some of other student created games.

Last Modified on January 24, 2024