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.