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Distracted Navigator

Client: University of Michigan

Date: March 2019 - Dec 2020

Duration: 80 man-days

Prototype which originated from a PreviewLabs-led brainstorm session aiming to come up with ideas to educate about distracted driving. The prototype was developed in four iterations and lets the player discover how their ability to navigate a spaceship is impaired by various distractions.

Distracted Sorter

Client: University of Michigan

Date: November 2019

Duration: 10 man-days

In this prototype, the player smashes rocks in VR to obtain gemstones, and then needs to sort them by shape and color. After playing for a while, some distractions are introduced: pressing a sequence of buttons, and chasing away a ghost. The prototype was one of three concepts originating from a PreviewLabs-led brainstorm session, aiming to come up with ideas to educate people about the dangers of distracted driving.

Screenshot of the Invite Only VR prototype, along with four of the accolades the project received.

Invite Only VR

Client: Yale play4REAL XR Lab

Date: Dec 2017 - Nov 2019

Duration: 191 man-days

Brainstorm session and six iterations for a vaping prevention game prototype for a large research study at Yale, sponsored by Oculus VR. In the game, players learn to understand the dynamics of peer pressure, practice strategies for refusing, and gain knowledge about vaping. While early iterations of the prototype used the Samsung Gear VR, later iterations used the Oculus Go.

Distracted Cook

Client: University of Michigan

Date: April - May 2019

Duration: 11 man-days

In this prototype, the player slices ingredients in VR while following recipes like a cook, while encountering all kinds of distractions – including burning food and smoke alarms. The prototype was one of three concepts originating from a PreviewLabs-led brainstorm session, aiming to come up with ideas to educate people about the dangers of distracted driving.

Famine Ties

Client: Quinnipiac University's Irish Great Hunger Museum

Date: Jan - July 2016

Duration: 13 man-days

This game prototype about the hardships of the Irish Great Hunger resulted from a brainstorm session organized by PreviewLabs, and was developed collaboratively with Quinnipiac University students. In the game, the player takes turns feeding a child living in 1845 and their present-day descendant. Both characters are dealt cards with food items and cures that were present during the famine.

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.

Card based puzzle game

Client: Cartamundi

Date: November 2012

Duration: 17 man-days

Brainstorm, concept and prototyping for a game in which printed playing cards can be used on the iPad’s screen to introduce animals into the game world and solve puzzles.

Zzebbraa Brainstorm Session

Client: Jan Battem Creative Direction

Date: June 2012

Duration: 2 man-days

Tagged

A brainstorm session aimed to come up with various game-like artistic experiences to complement an existing artwork style featuring a zebra named Zzebbraa.

Two mini-game prototypes

Client: Stardoll

Date: June 2012

Duration: 4 man-days

While the Stardoll team was in production of a mobile game we brainstormed and created two mini-game prototypes for them – which helped them to select the most interesting concept for their game.

Siegebreaker

Client: Crazy Monkey Studios

Date: August 2010

Duration: 10 man-days

Brainstorm session and prototyping for a game inspired by the tower defense genre. After refining the game mechanics, the prototype was used for pitching. December 2011, the game was self-published by Crazy Monkey Studios.