Signed Integer is a team of game developers in the Master of Science in Computer Science program at DigiPen Institute of Technology. We are currently working on Project Albatross, a first-person puzzle game. Signed Integer is five people.
Stephanie Cheng - Graphics, Physics
Juan Cifuentes - Tech Lead, Graphics
Cory Hunt - Design, Artificial Intelligence, Audio, Art
Nima Olang - Physics, Artificial Intelligence
Adam Parker - Production, Graphics, Audio
This project is being developed from the ground up in C++. Rendering is accomplished using Direct3D. Graphics, physics, logic, and other features are all developed by us.
We will be chronicling our saga on this page. Enjoy the updates as we work to bring you Project Albatross!
2012.09.21
Production on 'Project Albatross' has officially been wrapped up for a few months. We have been working hard on our next project, 'Soul of the Machine'. For more information on this game, visit www.sotmgame.com.
If you want to play 'Project Albatross', you can download it for FREE on DigiPen's website!
2012.04.06
We have a new image for the game! A teaser trailer is coming soon! We have made some great changes to the game and hope you enjoy them.
2012.03.23
New game footage! We have four weeks left in development. Engine features are complete and we are producing content at a faster rate.
2012.03.14
Happy Pi Day!!!
Also, we have glow!
2012.03.12
We were in San Francisco at GDC 2012 last week! I think we all learned a lot and enjoyed discussing our project with various developers.
A couple more post-processing effects were added today and we squashed some bugs. Looking forward to more play testing this week. Let's see if terminal velocity is received well by players...
2012.03.02
Here is some new gameplay footage!
2012.03.01
Wow! It is March! We are two months into development, with two months left for features and polish. Tomorrow, we will be posting a video with the current state of our game. Over the next two months, it is our goal to complete the gameplay experience and touch up graphical features.
We thought it would be fun to visualize our progress. While the pictures show gradual change, they do not fully detail the work behind the scenes. A lot of code has been written to make this game run smoothly. Pictures cannot detail how much work has gone into it. Stay tuned for the video to see how far our game has come!
It all started with a cube.
The cube needed a floor. Naturally, we kept our cube happy.
A little bit of texture magic, and this cube had a room. Complete with walls and a roof!
Pretty soon, the cube was inviting friends over!
Every room needs some directional lights.
Organizing a room requires grids!
Upgrade! Two rooms!
Better upgrade! A whole house!
Tile floors. Easy to clean up and they look so pretty.
These tiles just received a bump map upgrade!
Specular, bump maps, a crosshair. What more could a cube ask for?
How about point lights!?
And for those unwanted guests...
2012.02.13
Part II of our first playable demo.
2012.02.10
Part I of our first playable demo.
2012.02.08
This is a screenshot of our demo level. Videos are on the way!
2012.02.01
Here are some pictures from our sandbox. Today, we settled on some core game concepts and will be building our first few levels.
2012.01.30
We are deep in development and have a fun sandbox to work with.