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Campus Environment

Client: Reallearning Technologies

Date: January - May 2022

Duration: 45 man-days

Prototype for a virtual multi-user campus environment in which we helped our client try out features to allow students to familiarize themselves with their university campus, as well as to meet each other and use voice chat. The prototype featured outdoor and indoor areas, as well as a quiz activity with a leaderboard shared between players. So far, this project has 4 iterations.

Cone Worms XR is in development by Sunny Nestler, Megaspora Studio.

Catcher

Client: Activision Blizzard Media

Date: April 2021

Duration: 6 man-days

In this generic template to be used for playable ads in Activision’s mobile games, you catch items falling from the top of the screen by dragging a character or object from left to right. Development was done in Unity and Luna Playground in order to generate HTML and javascript code.

Idler prototype

Client: Wargaming

Date: November 2016

Duration: 9 man-days

Mobile casual game prototype, allowing our client to evaluate a unique hybrid of a match-3 puzzle game and other gameplay mechanics in a single iteration.

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.

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.

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.

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.

Fireworks game prototype

Client: FlowFinger

Date: May 2012

Duration: 18 man-days

This concept is all about detonating fireworks and scoring combos. Our work included game design and three prototype iterations for this upcoming iOS puzzle game.

Undisclosed physics based puzzle game prototype

Client: APGO Limited HK

Date: March 2012

Duration: 9 man-days

Prototype consisting of the core gameplay mechanics and the more complex-to-program parts, allowing the client to evolve it further into a full game, ready for release on iOS and Android.

Air Support

Client: Thumbs Up Games

Date: June 2011

Duration: 7 man-days

In this physics based game concept based on circuit theory, you have to revive suffocating people by controlling a ventilation system.

Food Flick prototype

Client: Thumbs Up Games

Date: June 2011

Duration: 2 man-days

Feed and evolve animals by flicking food at them coming from a conveyor belt. After discovering that this core concept was exactly the same as in Zoo Toss, the development originally estimated 4 man-days was halted.