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Sexual Risk Reduction Game prototype

Client: Yale School of Medecine

Date: Oct 2016 - Jan 2017

Duration: 50 man-days

Brainstorming and prototyping for a dialog-based game concept used to empower teens and help them reduce risks related to sex. By playing through party conversations, bedroom scenes, and doctor conversations, players gain SeXP and become more knowledgeable about risk prevention, while unlocking new possibilities within the dialogs. The prototype content, including a variable system and conditional dialog trees was fully modifiable through the use of CSV files.

Cartes

Client: Yale University - Department of Mathematics

Date: September 2016

Duration: 35 man-days

This prototype, based on an idea of our client, is designed for use in a class setting and reinforces basic knowledge of math functions for incoming undergraduate students at Yale. In an artillery-style game, two people battle each other using function graphs. First, both players place traps on a grid. Second, they take turns to combine playing cards and form a function. Then they unleash it to destroy the other player’s traps.

wE-MOVE: Shapes and Rhythm prototype

Date: Dec 2015 - Jun 2016

Duration: 30 man-days

Tagged ,

A fun rhythm-based game as a replacement for conventional mirror therapy, for rehabilitation of fine hand motor skills. In Shapes and Rhythm, the players have to position their hands so they fit certain hand posture shapes, without hitting the edges. By using Virtual Reality in combination with the Leap Motion sensor, players are tricked to believe that their disabled hand is performing the right motions, speeding up the recovery process. The prototype includes in-game data collection, for a pilot study at Ghent University.

Data City

Client: Keep Vision

Date: October 2015 - March 2017

Duration: 83 man-days

Tagged ,

Data City helps you retrieve files faster by visualizing complex directory structures as circular tree structures, or dendrograms. You can tag items, move them, and change their appearance. Using the HTC Vive, you can explore a dendrogram in VR, and walk around amidst your files.

wE-MOVE: Machinist prototype

Date: October - December 2015

Duration: 15 man-days

Tagged ,

Rhythm-based game replacing conventional mirror therapy, speeding up the rehabilitation of fine hand motor skills in stroke patients. In Machinist, the player sits behind the control panel of toy factory and operates various controls using hand gestures. By using Virtual Reality in combination with the Leap Motion sensor, players are tricked to believe that their disabled hand is performing the right motions, which speeds up the recovery process.

wE-MOVE: Circus prototype

Date: September - October 2015

Duration: 15 man-days

Loosely inspired by Dance Central, this workout game prototype using the Microsoft Kinect lets the players mimic a character shown on screen. The prototype implements interval training by varying the intensity, based on readings from the Mio Alpha wrist-worn heart rate monitor. The goal is to get children moving.

wE-MOVE: Stealth Game prototype

Date: July - December 2015

Duration: 23 man-days

Two iterations on a prototype using Microsoft Kinect to allow you to move your body to guide a robot through an obstacle course. It brings a dynamically adjusted workout program based on heart rate readings from the Mio Alpha fitness watch. The aim is to provide a fun game experience for children, without giving them the impression that they’re following a workout program.

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.

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.

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.

Cloud Casino prototype

Client: Indiespring

Date: September 2013

Duration: 15 man-days

Tagged ,

Multiplayer prototype for an online casino game, where the player can walk around in a 3D casino and join a game of Blackjack with other players.

Several undisclosed language learning game prototypes

Client: Kinection

Date: July 2011 - June 2013

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.

Primary school educational game prototype

Client: the Cronos Group

Date: March 2012

Duration: 10 man-days

Prototype for a serious game consisting of a game world and several mini game concepts – aimed at providing the Belgian primary school curriculum in a playful way.

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.