What makes business developers tick? The first American PreviewLad ever revealed in this exclusive interview. Only on previewlabs.com!
We decided to sit down with Dr. Lebowitz to hear more about how the YIKES prototype is being used in research today around the world.
All about VR Exposure Therapy and how we used it in PATRONUS, an imec.icon project.
At our Belgian office, you won’t see members of our team partaking in a dull and lifeless lunch break. An inside view in what makes game prototyping programmers happy during lunch time.
Muahahaha – we’re looking for a project manager and programmer in Wetteren and/or New Haven to keep up with our world domination plans…
Excited to share an update on smokeSCREEN VR with a guest post on the website of the play4REAL Lab!
The biggest gathering of game developers took place last week in San Francisco. A report from the trenches.
2018 is shaping up to be a year filled to the brim with exciting projects. Time to ++ our team size! Read more about the Game Prototyping Programmer position here.
If we had a Frequently Asked Questions section on our website, the questions “Do you also do the development after prototyping?“ and “How far should we take the prototyping process?“ would be high on the list…
Do you think learning calculus can only be tedious? Take a look at the gameplay video of Cartes – and think again!
In this video post, Bernard tells the story of how we ended up creating the first multiplayer game (prototype) on the Windows Store for HoloLens: Buggy Blasters.
Cronos Groep gave us carte blanche to create an interesting case for the Microsoft HoloLens, and the result, Buggy Blasters, the first online multiplayer HoloLens game prototype is finally available for download now!
We’re working with Yale’s play4REAL lab on the Oculus-funded smokeSCREEN VR–a research simulation of real-life social pressures teens experience around e-cigarettes and vaping.
In this week’s edition of Meet The Team: Game Prototyping Programmer Domien De Mol tells us why he switched to working in the game industry, and how he doesn’t really have a coffee problem.
When we’ve molded an idea into a prototype, our job is usually done. Sometimes, clients want us to build even further. Such was the case with Paris based game developer Kobojo, who asked us if we would be able to create a vertical slice prototype for their new JRPG Zodiac: Orcanon Odyssey.