We didn’t become an authority on rapid game prototyping from one day to the next: every successful company has a passionate origin story and ours was recently featured in the Dutch magazine Ondernemers. Read on for some highlights of our short yet thriving history.
We’re slowly becoming regulars at Game Connection Europe. Having attended three times in four years, we gained a lot of experience with speed-dating in the games industry. Read on for some expert tips and tricks to get the most out of your trip to France.
Following the logic that a picture tells more than a thousand words, a video must tell more than a couple of books. And seeing as we’ve got no less than five prototype videos for your viewing pleasure, that means we just have saved you a LOT of reading.
Game developers aren’t the only group of people in need of prototypes, we lend our services to academic researchers as well. Behind the jump we’re elaborating on three wildly fascinating science projects we’ve been working on in the past two years.
As there aren’t a lot of prototyping companies around, we often get invited to speak at conferences and events. Next to spreading the word about the importance of rapid game prototyping, we also try to stress that not all prototypes have to be fun and games.
Since we don’t make our own commercial products, we never get covered by the specialist games press. So we were very delighted when De Tijd, the biggest financial newspaper in Belgium, interviewed us for a lengthy story about our games lab.
A good racing game flies or falls with the quality of the race tracks. Crafting those manually takes a lot of time. Time you don’t have when you’re rapidly developing a prototype, so we’ve taken a look at some tools to help us create fun race courses on a very short notice.
We tried to figure out if it’s possible to reconstruct a smartphone’s three-dimensional path using only accelerometer and gyroscope data. This could be used for instance to draw a race track in a room by walking around, while waving your phone as a brush to draw the track.
Good news everyone! We’ll soon be moving into our brand new office and it turns out there’s more space there than we need for our current team, so we’re looking for two more people to join us. Next to filling up the room, you’ll also be working on some very cool prototypes.
Ask anyone where the core of the games industry is located and you’ll get the same answers every time. Sure, the United States and Japan are paramount to game development, but we’re making steady headway in Belgium as well, as illustrated by this article in business magazine Trends.
For PreviewLabs, keeping up with new technologies is of the utmost importance. Balancing the actual prototyping with doing research isn’t always easy, so we put our intern Peter on the job. Here are some topics he will look into so we can build better prototypes for a wider array of platforms.
When you’re forced to cut a meeting short after thirty minutes, it’s very important to skip out on the details and only talk about the essential stuff. We’ve been brushing up on our elevator pitches, so come see us at Game Connection and we’ll explain to you how prototyping can improve your work.
Recently, we have been looking into technologies that allow integration of Flash animations in Unity3D prototypes and games. This seems to be very useful to create complex 2D animations in Flash, and play them in Unity.
Panic!, a game by Thumbs Up has been announced by Ripstone as one of the launch titles for Sony’s forthcoming PlayStation Mobile platform, and we’re proud to announce we have developed the prototype for the game!
Help wanted! At the moment PreviewLabs is getting swamped and in order not to drown in code, e-mails, to do lists or a hazardous combination of the three, we’re looking for a talented lifeguard that also knows his way around rapid game programming. Swimming certificate not required.