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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.

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.

Metallurgy Lab

Client: Education e-Solutions F.Z.C.

Date: October 2020

Duration: 10 man-days

In this experience for the HTC Vive, university students practice the process of improving and determining the hardness of metal. Using our rapid prototyping experience, our client was able to demonstrate how students can be taught about the different steps in the process.

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.

Screenshot from the Opioid Prevention Game prototype, where the subtitles of the character's voice read "I need some pills!".

Opioid Prevention Game

Client: Edification Project

Date: May - Sept 2018

Duration: 16 man-days

This prototype explored how the effects of recreational opioid usage could be portrayed through storytelling and simulation in VR in which you adopt the point of view of a teenager experimenting with the drugs. The prototype was also used for pitching purposes.

Forklift Operator

Client: Human Condition Safety

Date: Dec 2016 - Jan 2017

Duration: 34 man-days

A virtual reality prototype for a forklift safety simulator in which people are able to drive a forklift while learning (and failing) in a safe way. The virtual forklift is controlled with foot pedals and the HTC Vive controllers. Camera inertia physics were implemented to increase realism and reduce motion sickness. Triggers and consequences in the project are built in a modular way, so it’s easy to new training environments.

Cartes

Client: Yale University - Department of Mathematics

Date: September 2016

Duration: 35 man-days

This prototype, based on an idea of our client, is designed for use in a class setting and reinforces basic knowledge of math functions for incoming undergraduate students at Yale. In an artillery-style game, two people battle each other using function graphs. First, both players place traps on a grid. Second, they take turns to combine playing cards and form a function. Then they unleash it to destroy the other player’s traps.

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.

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.

Lighthaus logo

The Rise of Placenta Accreta

Client: Lighthaus

Date: Aug - Oct 2013

Duration: 7 man-days

Prototype for a browser-based experience in which the user learns about the Placenta Accreta condition, in which the placenta is abnormally attached to the uterus. The user can zoom in/out, look around, and open and close various informational panels in which they can learn at their own pace about the condition. The final result developed by our client was published in the fall 2013 edition of the Stanford Medicine online magazine.

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.