Delivering stellar results as fast as possible is what we’re all about, so it only makes sense to echo that principle in everything we do. Please excuses us when the tweets on our brand new twitter account are less than 140 characters. If it can be done well but quicker, we do it quicker.
Too Busy to Prototype While in Mid-production?
Too Busy to Prototype While in Mid-production?
In general, studios only make use of our prototyping services in the early stages of development. Bear in mind however that we can come to your aid at any time. No time to start prototyping a new project because you need to hit the release date of your current game? PreviewLabs at your service.
Color Collider Documentation Available
Color Collider Documentation Available
We’re opening our doors once again to give you a unique look into the inner workings of our company. This time we take a look at the prototyping process of Color Collider, the colorful puzzle game by our client Crazy Monkey Studios that’s published by Capcom.
Ürban Pad
Ürban Pad
We’re constantly on the lookout for new ways of quickly building environments to use in our prototypes. Ürban Pad prides itself on being one of the fastest ways to rapidly create a 3D city. Let’s find out if reality can match their claims.
GameSalad
GameSalad
PreviewLabs houses a team of proficient programmers. But wouldn’t we be able to prototype even faster when we had no use for code whatsoever? To answer that question, we took a look at GameSalad, a game engine for people with no prior programming knowledge.
Festival of Games
Festival of Games
We’re currently heading for Festival of Games in Utrecht for the second year straight to spread the word about our rapid game prototyping services. If we meet up there, please bring your own drinks. The Dutch still can’t seem to distinguish beer from water.
Prototyped Game Released by Capcom
Prototyped Game Released by Capcom
We’re honored to add another published game to our list of projects we prototyped for. The credit goes to Crazy Monkey Studios that have just released their colorful puzzle game Color Collider on the App Store. We know it’s great fun, because we helped think up the concept.
Unity and PlayMaker: The best of both worlds
Unity and PlayMaker: The best of both worlds
In a previous post we talked about the severe limitations of Playmaker but since we’re quite charmed with the possibilities of the technology, we devised a workaround approach that enables us to profit from the best aspects of both Unity3D and Playmaker.
Gremlin Prototype
Gremlin Prototype
We’re back from a deep dive into our archives to unearth the very first prototypes we developed for our trusted client Crazy Monkey Studios. Make the jump to find videos of different iterations of the prototype as well as the design recommendations that went with them.
Research: PlayMaker
Research: PlayMaker
To state that there are a lot of plug-ins available for Unity3D would be quite the understatement. As is to be expected, not everything is useful to a prototyping company so we do a lot of research to look for the stuff that’s right up our alley. On today’s menu: Playmaker.
The Cronos Group
The Cronos Group
Next to a huge amount of blood, sweat and tears, starting up a company also costs a ton of money. PreviewLabs would never have happened without the precious help of IT consulting group Cronos. They’re handling our paperwork, paying our bills and, if we ask nicely, they might even do our laundry.
Ready for HTML5 Prototyping
Ready for HTML5 Prototyping
If you’re working in the games industry, you’ve most likely heard about HTML5 already. In this blog post we explore some useful features for game developers and sigh with relief at some very welcome improvements.
Technology Research
Technology Research
As a company specialized in rapid game prototyping, we decide on a per-project basis which technology is most suitable. To expand our possibilities, we will be researching a number of engines and middleware solutions, after which we’ll report the conclusion in separate blog posts.
Writing PlayerPrefs, Fast
Writing PlayerPrefs, Fast
The massive amount of feedback on our previous blog post about saving data in a platform-independent way in Unity3D made motivated us to talk about this topic some more. There’s another way to do this and for those planning to process a lot of data, we’ve even made some improvements of our own.
File I/O in Unity3D
File I/O in Unity3D
It only seems apt to share some programming tips and tricks from time to time. At the moment, there is no platform-independent way to save data in Unity3D. If you want to open a file for reading or writing, you need to use the proper path. Here’s how to do this.