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RC Helicopter Controller Support

Client: Mission Critical Studios

Date: Jan - Feb 2013

Duration: 3 man-days

A technical Proof of Concept for a small infrared-controlled helicopter. We supported our client in the development of a smartphone application that lets you control this helicopter through an infrared-transmitter plugged in to your headphone jack. The source code we contributed to was eventually used in an app for the Air Hogs Heli Replay by Spin Master.

Business Tracker prototype

Client: Destrier Studios

Date: January 2013

Duration: 13 man-days

Inspired by grand strategy games like Crusader Kings, this serious game prototype aimed to provide a compelling overview of a large business, including its employees and their key performance indicators (KPIs).

Crab Cakes Rescue prototype

Client: Mission Critical Studios

Date: December 2012

Duration: 7 man-days

Prototyping a puzzle platformer game in Unity3D – creating a meticulous copy of the original gameplay (originally in a different game engine) and making the game mechanics consistent across 100+ levels.

Card based puzzle game

Client: Cartamundi

Date: November 2012

Duration: 17 man-days

Brainstorm, concept and prototyping for a game in which printed playing cards can be used on the iPad’s screen to introduce animals into the game world and solve puzzles.

Kick the Candidate

Client: Dacaam

Date: October 2012

Duration: 11 man-days

Entertaining quiz about the 2012 US elections, conveying the message that elections are about more than a vote on a single political issue.

Apsalar Unity plugin

Client: Apsalar

Date: September 2012 - Present

Development and maintenance of Apsalar’s Unity Plugin. Apsalar is an analytics driven mobile ad platform.

Zzebbraa Brainstorm Session

Client: Jan Battem Creative Direction

Date: June 2012

Duration: 2 man-days

Tagged

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

Two mini-game prototypes

Client: Stardoll

Date: June 2012

Duration: 4 man-days

While the Stardoll team was in production of a mobile game we brainstormed and created two mini-game prototypes for them – which helped them to select the most interesting concept for their game.

Fireworks game prototype

Client: FlowFinger

Date: May 2012

Duration: 18 man-days

This concept is all about detonating fireworks and scoring combos. Our work included game design and three prototype iterations for this upcoming iOS puzzle game.

YIKES

Client: Yale University School of Medicine, Child Study Center

Date: April 2012

Duration: 7 man-days

Tagged , ,

A motion controlled game prototype with Kinect used for an unannounced behavioral study among children. The prototype generates output data suitable for statistical analysis.

Undisclosed physics based puzzle game prototype

Client: APGO Limited HK

Date: March 2012

Duration: 9 man-days

Prototype consisting of the core gameplay mechanics and the more complex-to-program parts, allowing the client to evolve it further into a full game, ready for release on iOS and Android.

Primary school educational game prototype

Client: the Cronos Group

Date: March 2012

Duration: 10 man-days

Prototype for a serious game consisting of a game world and several mini game concepts – aimed at providing the Belgian primary school curriculum in a playful way.

QuickGames

Client: Kinection

Date: October 2011

A prototype consisting of several games, each with short questions, testing foreign language skills: quick listening, understanding, and memory.