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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.

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.

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.

Screenshot of the Patronus VRET prototype for Virtual Reality Exposure Therapy - showing a scenario in which the user with claustrophobia takes a seat in a virtual car.

PATRONUS VRET

Client: IWT

Date: March 2018 - Jan 2019

Duration: 54 man-days

Two iterations for a Virtual Reality Exposure Therapy (VRET) prototype for HTC Vive and Google Cardboard in which an elevator scenario and in-car traffic scenario was created. The scenarios were highly customizable to allow matching the various aspects that could trigger anxiety in test subjects suffering from claustrophobia and panic disorder.

Smiling Instead of Smoking

Client: Harvard Center for Addiction Medicine

Date: October 2017 - August 2018

Duration: 85 man-days

A minimum viable product (MVP) for a gamified smoking cessation app, helping people through the first weeks of being smoke-free after deciding to quit smoking. It was released on the iOS App Store and on Google Play for the purpose of a randomized controlled trial. Our work included a brainstorm session in which we came up with various ways to improve upon an earlier version of the app developed by our client.

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.

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.

Zzebbraa Brainstorm Session

Client: Jan Battem Creative Direction

Date: June 2012

Duration: 2 man-days

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