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Fallen Gods prototype

Date: May 2014 - April 2015

Duration: 132 man-days

In 5 iterations we built the features required to express the unique team play aspect for this MOBA concept. The prototype features various character classes, weapons, skills, and real-time multiplayer in 8 vs 8 sessions.

MoMba

Client: Yale University

Date: September 2012 - November 2014

MoMba is a research prototype, designed to investigate how a social network app with gamification features can help connecting mothers in the city of New Haven. The ultimate goal of this project is to combat depression among first-time, low-income mothers.

Incarnate prototype

Client: Skeleton Hand

Date: March 2014

Duration: 19 man-days

A tactical strategy board game combined with a competitive card game including characters with battlefield augmentation abilities. Prototyped in two iterations, the prototype included 12 out of the concept’s 100+ unique cards, a dynamic music creation system, and was used by our client for pitching at the Game Developers Conference.

The Vandiesel Company: Episode One prototype

Client: Dirk Vanderlinden

Date: April 2014

Duration: 29 man-days

Tagged ,

A prototype for an episodic, story based action-adventure with elements of the hidden object genre. As part of the prototoyping process, we explored a unique 2D style based on pictures and real time filters for dynamic cartoon effects.

SurgiSkins prototype

Client: Sky Surgery

Date: May 2013 - March 2014

Duration: 74 man-days

Prototype for a custom-built physics simulation used to assist surgeons performing live robotic laparoscopic surgery. We provided technical descriptions and drawings to allow our client to file for a patent.

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.

YIKES

Client: Yale University School of Medicine, Child Study Center

Date: April 2012

Duration: 7 man-days

Tagged ,

A motion controlled game prototype with Kinect used for an unannounced behavioral study among children. The prototype generates output data suitable for statistical analysis.

Siegebreaker

Client: Crazy Monkey Studios

Date: August 2010

Duration: 10 man-days

Tagged ,

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.