On the second day of GDC Europe we drag our sore feet to a talk on game design by Jonathan Blow, creator of Braid and currently cooking up The Witness. His presentations are always inspirational and we were happily surprised he patted the concept of prototyping on the back.
Author Archives: Bernard
GDC Europe 2011: Day 1
We’re in Cologne to attend the biggest gathering of game developers in Europe. GDC and gamescom are excellent to network and have fruitful business meetings, but it’s also a great place to attend quality talks on game design. We are ready, and so are our feet.
2D Game Prototyping in Unity3D: Sprite Manager Systems
The simplest way to create 2D games in Unity3D might not always be the best way. In this post we take a look at the possibilities and drawbacks of Sprite Manager Systems and compare them to simply using the GUI Class.
2D Game Prototyping in Unity3D Using the GUI Class
For many of our prototypes we’re using Unity3D. Even when the gameplay is actually 2D. There are several different ways to create 2D games and prototypes in Unity3D. We’ll go over them in the coming weeks and are starting out easy: using the GUI class.
BoulderBridge, Published by FromPix
When we just started out as a company and our name wasn’t as renowned as it is today, we made a prototype for a game we largely finished ourselves. It’s been sitting on the shelf for far too long but now it’s finally been released. So there you have it: our very first own game!
Unity Roadmap 2011: Three Features we’re Most Wild About
As we’re working with Unity3D a lot, we’re closely following the company’s every move. They just published a roadmap of short term adjustments they will add and we’ve listed the three features that we want to see most.
@PreviewLabs
Delivering stellar results as fast as possible is what we’re all about, so it only makes sense to echo that principle in everything we do. Please excuses us when the tweets on our brand new twitter account are less than 140 characters. If it can be done well but quicker, we do it quicker.
Too Busy to Prototype While in Mid-production?
In general, studios only make use of our prototyping services in the early stages of development. Bear in mind however that we can come to your aid at any time. No time to start prototyping a new project because you need to hit the release date of your current game? PreviewLabs at your service.
Color Collider Documentation Available
We’re opening our doors once again to give you a unique look into the inner workings of our company. This time we take a look at the prototyping process of Color Collider, the colorful puzzle game by our client Crazy Monkey Studios that’s published by Capcom.
Festival of Games
We’re currently heading for Festival of Games in Utrecht for the second year straight to spread the word about our rapid game prototyping services. If we meet up there, please bring your own drinks. The Dutch still can’t seem to distinguish beer from water.
Prototyped Game Released by Capcom
We’re honored to add another published game to our list of projects we prototyped for. The credit goes to Crazy Monkey Studios that have just released their colorful puzzle game Color Collider on the App Store. We know it’s great fun, because we helped think up the concept.
Gremlin Prototype
We’re back from a deep dive into our archives to unearth the very first prototypes we developed for our trusted client Crazy Monkey Studios. Make the jump to find videos of different iterations of the prototype as well as the design recommendations that went with them.
The Cronos Group
Next to a huge amount of blood, sweat and tears, starting up a company also costs a ton of money. PreviewLabs would never have happened without the precious help of IT consulting group Cronos. They’re handling our paperwork, paying our bills and, if we ask nicely, they might even do our laundry.
Ready for HTML5 Prototyping
If you’re working in the games industry, you’ve most likely heard about HTML5 already. In this blog post we explore some useful features for game developers and sigh with relief at some very welcome improvements.
Writing PlayerPrefs, Fast
The massive amount of feedback on our previous blog post about saving data in a platform-independent way in Unity3D made motivated us to talk about this topic some more. There’s another way to do this and for those planning to process a lot of data, we’ve even made some improvements of our own.