Welcome to Dopey World!

Welcome to Dopey World!
Showcase

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I have some basic programming experience, thanks to the time I spent at Full Sail.  We are taught mostly in C++ but I also dabbled in C#, Java, Assembly, and even made a few applications for the Game Boy Advance.

One of the really fun parts about going through the Game Development Bachelors degree program at Full Sail, is that you get to learn a little bit about everything it takes to make a game in the real-world.  When a game is first started, it has to be laid out like a story.  This story is the Design Document.  Once that document is finished, the game can be worked on, kind of like following blueprints for construction.  There is a few more steps between the document and actually having something to play, but I'm not going to go into all of that here.

Have fun checking out some of my accomplishments.

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Design Documents:

"Ex Carne"

"Ex Carne" - Preliminary Design Document

"Giggity Goo"

"Giggity Goo" - Ethics and Psychology Character Design Document

"World of Imenda"

"World of Imenda" - Historical Archetypes and Mythology Design Document

"Balderdash - Grin-able Games"

"Balderdash - Grin-able Games" - Rules of the Game Balderdash Mod

"Robot Revolt Game Bible"

"Robot Revolt" - Final Project Game Bible

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Game Development Final Project (GP Games):
I finished the Final Project part of the Game Development degree at Full Sail University in May 2009. During the project, I was in the role of Project Lead for a team of 6 programmers, including me, for the 5 month development cycle. The five classmates I worked with are Josh Burdette (Design Lead), Ryan Harding (QA Lead), Austin McCoy (Asset Lead), Chris Thatcher (Technology Lead), and Ryan Correia (Game-play Lead). We made a First Person Shooter, titled "Robot Revolt," that allows the player to use magnetic weaponry to defeat an army of evil robots. Feel free to download the installer and check it out.

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Game Installers:

"Robot Revolt" - Gold Install:





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On Wed. 5/20/2009, my team and I had the final presentation of Robot Revolt. If you didn't get to make it; fortunately, I have links to view the presentations from right here on your computer.

Roid Raged Pandas - "Robot Revolt" - Final Presentation Part 2

Roid Raged Pandas - "Robot Revolt" - Final Presentation Part 3

Roid Raged Pandas - "Robot Revolt" - Final Presentation Part 4

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Game Footage:

"Robot Revolt" - 5/18/09 - Gold:

"Robot Revolt" - Gold Gameplay Footage Part 1

"Robot Revolt" - Gold Gameplay Footage Part 2

"Robot Revolt" - Gold Gameplay Footage Part 3

Here are some of the older versions of our game. You can really see we put a lot of work into it from beginning to end.

"Robot Revolt" - 4/27/09 - Beta

"Robot Revolt" - 3/30/09 - Alpha

"Robot Revolt" - 2/23/09 - Proof of Concept

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Halfway through my Bachelor's degree, I was in a class titled Structure of Game Production and I had the pleasure of working on a game titled "Death of a Dragon." This game is an adventure platform game. You play as Fitch, a boy trying to become a knight. You fight through bandits, wolves, squid monsters, and much more to prove to the princess that you are indeed a knight. This game took two months to design and code in a team of four people including me. I worked with Jay Hall, Nathan Jansen, and Brandon Choinski on this game and we had a lot of fun working together. I was the Project Lead for this team and along with keeping on top of scheduling and important milestones, I was also in charge of Rendering and Animations. I made an Animation Editor for this project that was used constantly to generate all the animations seen in the game. The editor could load in Sprite Sheets, XML save files, and binary files created by the editor. To download the "Death of a Dragon" installer or the animation editor I used, click the links below.

"Death of a Dragon":

Animation Editor:

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Time went by and I learned a little bit about programming with DirectX 9 and OpenGL to help make my games a little more entertaining:

In the class before I started Structure of Game Production, I had two weeks to design and program a game for a class called Structures of Game Design. This is the first game that I made with no help. It is a really simple top-down scroller. This means you will start at the top and move down the screen defeating enemies below you. The game is entitled "Attack of the Killer Squids." Have fun and enjoy!


"Attack of the Killer Squids":

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So now that you have seen some of my major accomplishments, let me show you some of the projects I worked on in other classes. First I start out learning the basics.  Here are some of the first games and applications I made using just text on screen.

Simon:

Boggle:


Item Shop:

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After I got text on screen, it was time to learn how to use colors and some of the built in features of the Windows API:

Tic Tac Toe:

"Pong X":

Tile Editor:

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Side Projects:

When I first started using C#, I was still very new to programming.  I had only been programming using C++ for about 3 months.  I really enjoyed the functionality and the ease of starting a project.  To help with fast paced classes at Full Sail, I made a program that would help me study for quizzes and tests.  It is simple, and it can be reused with whatever subject you are studying for.  To download "Study Rewards," click the link below:

"Study Rewards"

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PLEASE EMAIL ME TO THE ADDRESS AT THE BOTTOM OF THIS PAGE IF YOU HAVE ANY PROBLEMS OBTAINING MY FILES.  

Please do not copy or distribute the content for any purpose.

Thank you! 

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Thomas Seyfors

tseyfors@dopeyworld.com

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