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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.

Gondola Unity plugin

Client: White Shoe Media

Date: April 2014

Duration: 11 man-days

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Development for Gondola’s Unity plugin, a specific-purpose game analytics system targeted at managing game economies. Our work included implementing the Gondola Android SDK, and providing a wrapper for both the Android SDK and pre-existing iOS SDK.

Furniture configurator prototype

Date: April 2014

Duration: 4 man-days

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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.

Integration of PDF readers in Unity

Client: Mission Critical Studios

Date: November 2013

Duration: 8 man-days

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Integration of the FastPdfKit and GoodReader systems into Unity3D, allowing to view and manipulate PDF files inside a mobile application developed in Unity.

Cloud Casino prototype

Client: Indiespring

Date: September 2013

Duration: 15 man-days

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.

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.

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

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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.

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).

Crab Cakes Rescue prototype

Client: Mission Critical Studios

Date: December 2012

Duration: 7 man-days

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.