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Idler prototype

Client: Wargaming

Date: November 2016

Duration: 9 man-days

Tagged , ,

Mobile casual game prototype, allowing our client to evaluate a unique hybrid of a match-3 puzzle game and other gameplay mechanics in a single iteration.

Undisclosed casual game prototype

Client: Daily Magic Productions

Date: May 2014 - August 2014

Duration: 28 man-days

Tagged , ,

This prototype, covered in two iterations, combines the mechanics of two succesful casual game genres. The initial goal for Daily Magic Productions was to allow sending a self-explanatory, playable build to interested publishers and investors. Instead, they ended up using the prototype to assess the initial concept and to figure out what their game should look like.

Raising My Superkid prototype

Client: Social Media Applications

Date: August 2013

Duration: 12 man-days

Prototype exploring a concept where you’re raising and training a kid with super powers through infancy and toddlerhood by interacting with it in various ways, similar to how players interact with a Tamagotchi or with characters in The Sims.

Crab Cakes Rescue prototype

Client: Mission Critical Studios

Date: December 2012

Duration: 7 man-days

Tagged , ,

Prototyping a puzzle platformer game in Unity3D – creating a meticulous copy of the original gameplay (originally in a different game engine) and making the game mechanics consistent across 100+ levels.

Card based puzzle game

Client: Cartamundi

Date: November 2012

Duration: 17 man-days

Brainstorm, concept and prototyping for a game in which printed playing cards can be used on the iPad’s screen to introduce animals into the game world and solve puzzles.

Fireworks game prototype

Client: FlowFinger

Date: May 2012

Duration: 18 man-days

This concept is all about detonating fireworks and scoring combos. Our work included game design and three prototype iterations for this upcoming iOS puzzle game.

Undisclosed physics based puzzle game prototype

Client: APGO Limited HK

Date: March 2012

Duration: 9 man-days

Prototype consisting of the core gameplay mechanics and the more complex-to-program parts, allowing the client to evolve it further into a full game, ready for release on iOS and Android.

Air Support

Client: Thumbs Up Games

Date: June 2011

Duration: 7 man-days

In this physics based game concept based on circuit theory, you have to revive suffocating people by controlling a ventilation system.

Food Flick prototype

Client: Thumbs Up Games

Date: June 2011

Duration: 2 man-days

Tagged , ,

Feed and evolve animals by flicking food at them coming from a conveyor belt. After discovering that this core concept was exactly the same as in Zoo Toss, the development originally estimated 4 man-days was halted.

Undisclosed mobile game

Client: PlayFirst

Date: April 2011

Duration: 5 man-days

Tagged , ,

Bayou Bird

Client: Thumbs Up Games

Date: November 2010

Duration: 6 man-days

Tagged , ,

Help a bird to hop over oil spills and junk, while aiming for the soap to clean the bird. The prototype was used to verify and improve this game concept, to allow comparing it to other concepts properly.