•  

    Mr. Alesi made a 3D Platformer

    BootCamp

    Student Video Games Preview

    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 customiztions, and all 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.

     Advanced Coding and Game Design - Y831

    2D Platformer - Penny PixelPennyPixel

    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.

    Team Showcase:

    Ethan Bollinger, Alex Cash, and Alex Foor

    Walter Keiler, Josiah Hill, Eli Hill

     

    Box Avoid Game #1CubeRuner

    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.

    Cube Runner - Alex Foor

    Box Avoid - Philip Figart

    Box Avoid - Haley Clark

    Wrong Lane - Eli Hill

    Boxes of Doom - Walter Keiler

    Cube Forest Dash - Alayah Lavender

     

    2D UFO Game

    In this game, we look at creating original 2D Photoshop graphics for game models, and applying code to interact with those models. A menu is created, custom fonts and sounds are added, and the game is built, to be published for the web.

    2D UFO - Isaiah Adu2DUFO

    2D UFO - Philip Figart

     

    Mini-Tank Game

    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 TanksMP

     

     

     

     

     

     

     

     

    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

    mechmadness

     

    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 texture 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.

     

     

     

     

     

     

     


     

    Computer Graphics 1 - F/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.

    Army Base Walkthrough - Sydney Assalita

    Classic "Breakout" - Abigail Serefine


     

    Computer Engineering Graphics 2 - F/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 May 9, 2020