Undisclosed mobile game prototype
| Client: | Disney Interactive Media Group |
| Date: | June 2012 |
| Duration: | 7 man-days |
| Platform: | iPhone |
Two mini-game prototypes
| Client: | Stardoll |
| Date: | June 2012 |
| Duration: | 4 man-days |
| Platform: | iPhone |
| Description: | 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 |
| Platform: | iPhone, iPad |
| Description: | 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. |
Behavioral research prototype
| Client: | Yale University School of Medicine, Child Study Center |
| Date: | April 2012 |
| Duration: | 7 man-days |
| Platform: | Microsoft Kinect for Windows |
| Description: | A motion controlled game prototype used for an unannounced behavioral study among children. The prototype generates output data suitable for statistical analysis. |
Primary school educational game prototype
| Client: | the Cronos Group |
| Date: | March 2012 |
| Duration: | 10 man-days |
| Platform: | Windows |
| Description: | Prototype for a serious game consisting of a game world and several mini game concepts – aimed at providing the primary school curriculum in a playful way. |
Undisclosed physics based puzzle game prototype
| Client: | APGO Limited HK |
| Date: | March 2012 |
| Duration: | 9 man-days |
| Platform: | iOS, Android |
| Description: | 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. |
Collectible card game / iPad game crossover
| Client: | Cartamundi |
| Date: | January 2012 |
| Platform: | iPad |
| Description: | Multiplayer prototype used to demonstrate how Printechnologic’s Touchcode technology, in combination with playing cards printed by Cartamundi, can be used to create a compelling and unique gameplay on iOS devices. |
Several undisclosed language learning game prototypes
| Client: | Kinection |
| Date: | July 2011 – present |
| Platforms: | iOS, Android, PC/Mac, HTML5 |
2 undisclosed skill-based game prototypes
| Client: | Contessa |
| Date: | September 2011 |
| Duration: | 5 man-days |
| Platform: | Android |
Guide the Flood
| Client: | Thumbs Up Games |
| Date: | July 2011 |
| Duration: | 4 man-days |
| Platform: | iPhone |
| Description: | A top-down action puzzler |
Penguin Revolution
| Client: | Thumbs Up Games |
| Date: | July 2011 |
| Duration: | 5 man-days |
| Platform: | iPhone |
| Description: | Tilt-based physics puzzler |
Air Support
| Client: | Thumbs Up Games |
| Date: | June 2011 |
| Duration: | 7 man-days |
| Platform: | iPhone |
| Description: | In this physics based game concept based on circuit theory, you have to revive suffocating people by controlling a ventilation system. |
Food Flick
| Client: | Thumbs Up Games |
| Date: | June 2011 |
| Duration: | 2 man-days |
| Platform: | iPhone |
| Description: | Feed and evolve animals by flicking food at them coming from a conveyor belt. After discovering that this core concept was exactly the same as in Zoo Toss, the development originally estimated 4 man-days was halted. |
Mobile magazine prototype
| Clients: | the Cronos Group, iDA MediaFoundry, LittleMissRobot |
| Date: | May 2011 |
| Duration: | 10 man-days |
| Platform: | iPad, Samsung Galaxy TAB |
| Description: | Prototype / feasibility study investigating how Unity3D can be used to create magazines in a cross-platform way on Android and iOS devices. |
Undisclosed 3D real-time strategy game
| Client: | Games Foundation |
| Date: | April 2011 |
| Duration: | 6 man-days |
| Platform: | web, iPad |
Undisclosed mobile game
| Client: | PlayFirst |
| Date: | April 2011 |
| Duration: | 5 man-days |
| Platform: | iPhone |
Bayou Bird
| Client: | Thumbs Up Games |
| Date: | November 2010 |
| Duration: | 6 man-days |
| Platform: | iPhone |
| Description: | Help a bird to hop over oil spills and junk, while aiming for the soap to clean the bird. The prototype was used to verify and improve this game concept, to allow comparing it to other concepts properly. |
BatAction Game
| Client: | Agency for Nature and Forests |
| Date: | September 2010 |
| Duration: | 16 man-days |
| Platform: | Adobe Flash |
| Description: | Concept, prototyping and art direction for an educational game about the sonar of bats. The final game, developed in cooperation with Calibrate, was made for an interactive kiosk at an exhibition in Belgium and as a Flash-based browser game. |
Siegebreaker
| Client: | Crazy Monkey Studios |
| Date: | August 2010 |
| Duration: | 10 man-days |
| Platform: | iPad |
| Description: | Brainstorm session and prototyping for a game inspired by the tower defense genre. After refining the game mechanics, the prototype was used for pitching. December 2011, the game was self-published by Crazy Monkey Studios. |
Color Collider
| Client: | Crazy Monkey Studios |
| Date: | August 2010 |
| Duration: | 4 man-days |
| Platform: | iPhone, Android |
| Description: | Brainstorm session and prototyping for a physics-based puzzle game with a color blending mechanic. After refining the game mechanics, the prototype was used for pitching. April 2011, the game was released by Capcom Mobile. |
Undisclosed 2D action game
| Client: | Fishing Cactus |
| Date: | July 2010 |
| Duration: | 12 man-days |
| Prototype Platform: | PC |
| Game Platform: | PSN (PS3, PSP), XBLA |
Gremlin
| Client: | Crazy Monkey Studios |
| Date: | July 2010 |
| Duration: | 13 man-days |
| Prototype Platform: | iPhone, Android |
| Description: | Play as a Gremlin creature, sabotaging zeppelins and scoring combos as they explode. Three iterations were provided, greatly improving the initial concept. |
Undisclosed casual game
| Client: | Fishing Cactus |
| Date: | July 2010 |
| Duration: | 6 man-days |
| Platform: | iPhone |
Undisclosed match-3 casual game
| Client: | Fishing Cactus |
| Date: | June 2010 |
| Duration: | 6 man-days |
| Prototype Platform: | PC |
| Game Platform: | iPad |
Frog
| Client: | PreviewLabs |
| Date: | January 2010 |
| Duration: | 5 man-days |
| Description: |
Control a frog and hop trough a level by pressing and releasing a button. This case was used to test the use of PDDs (Prototype Description Documents) as a way of communicating what needs to be prototyped. |
BoulderBridge
| Client: | the Cronos group |
| Date: | December 2009 |
| Duration: | 35 man-days |
| Description: | A polished prototype used by the client to gather feedback and play session statistics from about 700 people. It was used to greenlight an iPhone game. |

