One of Many

Client: Ownit Games

Date: October 2022 - April 2023

Duration: 74 man-days

In this turn-based trading card game prototype, players engage in battles using weapons, armor, and various gadgets to upgrade their robots. This allowed playtesting various mechanics, fine-tune game balance, and ultimately assemble a comprehensive base card set. In addition, we designed a visual experience for the opening of booster packs, imitating the use of NFTs and cryptocurrency.

Cone Worms

Client: Megaspora Studio

Date: September - November 2021

Duration: 8.5 man-days

An artistic multiplayer virtual reality prototype where players can pick up and drag a worm-like entity made out of colorful traffic cones. The cone worm twists and turns to follow the player’s hand movements. We also provided the tools in the Unity editor to generate custom cone worms.


Client: Yale play4REAL XR Lab

Date: May 2020 - August 2021

Duration: 78 man-days

Freeze is an Augmented Reality prototype for the Magic Leap One, designed to discuss and promote healthy and informed decision making regarding alcohol consumption. The players assumes the role of a high school student with control over time, who uses their powers to protect themself and their peers from a variety of dangerous situations within the context of a party.


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.

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.

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.

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.