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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.

Screenshot from the AR Perspective prototype, used to allow placing virtual awnings on pre-existing pictures.

Augmented Reality Awnings

Client: Kraken Realtime

Date: Jan - Feb 2016

Duration: 14 man-days

This prototype demonstrated the possibility of using a mobile device to add a 3D object to a picture taken with a phone or tablet, matching the perspective of the picture. The technology developed in the prototype was used for a product configurator for awnings by Winsol – a Belgian company which manufactures products including awnings, windows, and garage doors.

Screenshot of the A Life Well Traveled prototype, showing how the tools developed are used in the Unity Editor.

A Life Well Traveled

Client: Curiious

Date: Jan - Feb 2016

Duration: 21 man-days

Three iterations of a technical proof of concept where we created a system to allow artists to set up navigation in a virtual reality environment, and to display 360 videos. Both Oculus Rift and HTC Vive were supported.

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.

The Vandiesel Company Challenges Brainstorming

Client: Dirk Vanderlinden

Date: December 2015

Duration: 3.5 man-days

Brainstorm session and estimations for various mobile game concepts for the Vandiesel Company series of books. The concepts were aimed at being able to challenge your friends for a game related to Dirk Vanderlinden’s novels about international crime fighting.

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

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.

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.

Farming Matcher

Client: Daily Magic Productions

Date: April - Sept 2014

Duration: 28 man-days

The goal for this casual game prototype was for Daily Magic Productions to allow sending a self-explanatory, playable build to interested publishers and investors. The prototype combined match 3 and farm building mechanics. Based on the prototype, Daily Magic Productions was able to determine the desired features for their game Jelly Jamz.

Immersion Cube

Client: 9Yards Creative

Date: May - Jul 2014

Duration: 10 man-days

Tagged

This prototype was used to impress 9Yards’ key clients with a large interactive installation for use during trade shows. Deployed in 9Yards warehouse, the installation features huge displays and a Microsoft Kinect for motion detection.

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.