Description: This is a testament to starting this project when Zoe tells you to start it, and not falling into the trap of Thanksgiving break/Senioritis
As far as technologies on display go, there's some particle systems coming out of "Charizard"
I'd give you a .gif of the particle system at work, but I mean, c'mon, go look at something better already.
Other than that, I mean, wow, look at that skybox, which is essentially just a .jpg textured on the inside of a sphere that goes around the scene.
Overall, I'd recommend a few things, if you'd want to take the advice of someone such as myself:
1. Come up with a clear, focused concept with graphics at its core. If it's a game, the visual aspect/physics should be front and center.
2. Start early. If you're taking this in Fall quarter, you're going to get baited into starting after Thanksgiving... which is dead week. Don't do that.
3. Research external libraries/technologies/algorithms when coming up with your concept. Integrating with professional libaries and whatnot will make it more impressive looking, but also show initiative through your research.