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Two mini-game prototypes

Client: Stardoll

Date: June 2012

Duration: 4 man-days

While the Stardoll team was in production of a mobile game we brainstormed and created two mini-game prototypes for them – which helped them to select the most interesting concept for their game.

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.

2 Undisclosed skill-based game prototypes

Client: Contessa

Date: September 2011

Duration: 5 man-days

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

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 3D real-time strategy game

Client: Games Foundation

Date: April 2011

Duration: 6 man-days

Bayou Bird

Client: Thumbs Up Games

Date: November 2010

Duration: 6 man-days

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.

BatAction Game

Client: Agency for Nature and Forests

Date: September 2010

Duration: 16 man-days

Concept, prototyping and art direction for an educational game about the sonar of bats. The final game, developed in cooperation with Calibrate, was made for an interactive kiosk at an exhibition in Belgium and as a Flash-based browser game.

Siegebreaker

Client: Crazy Monkey Studios

Date: August 2010

Duration: 10 man-days

Brainstorm session and prototyping for a game inspired by the tower defense genre. After refining the game mechanics, the prototype was used for pitching. December 2011, the game was self-published by Crazy Monkey Studios.