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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.

A screenshot of the Buggy Blasters HoloLens game prototype, showing the multiplayer gameplay with buggies of the red and blue team driving around in the PreviewLabs office.

Buggy Blasters

Client: Cronos Groep

Date: Dec 2016 - Dec 2017

Duration: 91 man-days

Mixed reality prototype for the Microsoft HoloLens in which you can drive a virtual ‘radio controlled’ car around in the real world, colliding and interacting realistically with real-world objects.
The prototype featured online multiplayer, which also worked in case the two players were in the same room, observing the augmented reality content collectively in a shared experience. This prototype was the first multiplayer experience on the HoloLens store.

Create

Client: Seyenapse

Date: Oct 2016 - Jan 2017

Duration: 25 man-days

Become a skilled alchemist in this Gear VR and Google Cardboard prototype. Select basic elements and combine them into more complex ones. Craft your own objects by snapping a picture of them and defining their ingredients. You can also try to create elements and objects made by others. While you’re busy crafting stuff, you can see the ghosts of other players.

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.

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.

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.

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.

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.

Screenshot from one of the artwork experiments for the Zodiac prototype.

Zodiac Orcanon Odyssey

Client: Kobojo

Date: Oct - Dec 2013

Duration: 81 man-days

For this social JRPG project, we were hired by Kobojo to lead the programming of the vertical slice prototype. The goal for this polished prototype was to give an impression of the final gameplay and art style, while restricting the content to a single level of the game. Three prototype iterations were developed in tight collaboration with Kobojo’s team.

Cloud Casino prototype

Client: Indiespring

Date: September 2013

Duration: 15 man-days

Multiplayer prototype for an online casino game, where the player can walk around in a 3D casino and join a game of Blackjack with other players.

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.

The Device prototype

Client: Dwarven Designs

Date: June 2013

Duration: 38 man-days

Prototype for a dungeon based, up to 9 players co-op multiplayer RPG where any player can create a dungeon as a challenge for the other players.