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Pain Buddy prototype

Pain Buddy

Client: UC Irvine

Date: Nov 2016 - Aug 2019

Duration: 148 man-days

In Pain Buddy, children with chronic pain are incentivized to complete a standardized assessment to allow following up on their pain levels and making timely adjustments in their care. We achieved this by making the assessments playful, and rewarding the kids with points which they can use to customize their avatar as well as to play various minigames we designed. Work included six iterations as well as support work in the years afterwards as our client used the prototype to study a large amount of kids in a hospital setting.

Screenshot of the Klikit prototype.

Klikit

Client: Miratus Ludus

Date: Feb - June 2016

Duration: 22 man-days

Prototype for a digital version of an existing board game prototype. We advised the client on the conversion from the board game to the digital format, and allowed experimenting with the gameplay by including a large amount of tunable parameters.

Army game server prototype

Client: Think Gate Softwarehouse

Date: January 2015

Duration: 1.25 man-days

Prototyping a server for an asynchronous multiplayer game. The server allows saving and loading player information, including but not limited to information on the players bases.
The server was designed so it would be possible to change the formatting of the data without requiring modifications to the server code.

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.

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.

Business Tracker prototype

Client: Destrier Studios

Date: January 2013

Duration: 13 man-days

Inspired by grand strategy games like Crusader Kings, this serious game prototype aimed to provide a compelling overview of a large business, including its employees and their key performance indicators (KPIs).