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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.

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.

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.

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.

Furniture configurator prototype

Date: April 2014

Duration: 4 man-days

Tagged

Prototype for a product configurator for a manufacturer of high end furniture, which helped our client to close an important deal.

Auckland Castle technology demo

Client: University of York

Date: December 2013

Duration: 8 man-days

In this prototype we implemented the complex bits and pieces for a virtual tour using Augmented Reality, allowing visitors to use a mobile device for the detection of paintings and to peek into the past while looking around with the device.

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.

Several undisclosed language learning game prototypes

Client: Kinection

Date: July 2011 - June 2013

The Device prototype

Client: Dwarven Designs

Date: June 2013

Duration: 38 man-days

Prototype for a dungeon based, up to 9 players co-op multiplayer RPG where any player can create a dungeon as a challenge for the other players.

Educational running game

Client: Class Compete

Date: October 2012 – April 2013

Duration: 33 man-days

Game using Temple Run mechanics, aimed at testing knowledge learnt at school or during training. With asynchronous multiplayer for the competitive aspect, and featuring 3D environments and avatars. Explored and fleshed out the gameplay in 4 prototype iterations.

ResQ prototype

Client: ResQ Medical

Date: April 2013

Duration: 6 man-days

Tagged ,

With this prototype, implemented in two iterations, we investigated the technical feasibility of a time-monitoring application for surgeons. Based on geofences (GPS technology), this would be effortless for the surgeons.

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.