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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.

Campus environment featured image

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.

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.

Freeze

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.

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.

HELLSMOKE Feasibility Study

Client: Pleiadian Systemss

Date: Feb - March 2021

Duration: 12 man-days

Feasibility study in which we aimed to determine the best approach for a general simulation involving gas, smoke, and fire that would be able to run on an Oculus Quest 2 virtual reality headset. The results were used to gain insights in the cost to build such a system for training of fire fighters and gas utility workers.

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.

Pain Buddy prototype

Pain Buddy

Client: UC Irvine

Date: Nov 2016 - Aug 2019

Duration: 148 man-days

In Pain Buddy, children with chronic pain are incentivized to complete a standardized assessment to allow following up on their pain levels and making timely adjustments in their care. We achieved this by making the assessments playful, and rewarding the kids with points which they can use to customize their avatar as well as to play various minigames we designed. Work included six iterations as well as support work in the years afterwards as our client used the prototype to study a large amount of kids in a hospital setting.

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 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.

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.

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.