Client: Universe Creation 101
Platform: Custom Installation
Christy Dena approached our 3D artist to work on the project. From the beginning we knew this was going to be one of our special projects. We worked together with Christy and the rest of the team to create the final installation which can be experienced at QUT’s, The Cube. Our artist was tasked with creating 3D robot models and animating them to life on the big screen.
Learn moreClient: Half a Hut Pty Ltd
Platform: iPhone
Half a Hut approached us to create a fun engaging game for everyone to enjoy. We were provided with an initial brief and worked with them to improve the core idea. Once they were happy with the feedback we developed Eggolution. Keeping in constant communication made it easy to make any changes throughout the process. The final result can be seen here.
Learn moreClient: Wasabi Production
Platform: iOS and Android devices
We were approached by Wasabi to help finish their Gorilla Band project. They already had all the assets and a basic functional app. We took over the project and helped with further designing interactions. We completely optimised Gorilla Band to work on all the desired platforms. We implemented all the assets and functionality to complete and release the full app we could all be proud of.
Learn moreClient: Nnooo
Platform: Nintendo 3DS, Playstation 4 & Playstation Vita
Nnooo needed music and sound fx for their new game, Blast ‘em Bunnies. We worked with them to create various themed music and sounds for all the levels and menus in the game.
Learn morePlatform: Windows, Kinect
Boombastic Bear was developed as a prototype for the Brisbane 48 hour Challenge in 2013. A Kinect camera was used to create the first and only full body motion controlled game in the history of the challenge. We wanted to make something that would make us stand out from the crowd. using a Kinect camera helped us achieve this. Motion controlled games are a great way to get people actively engaged in the experience and keep them coming back for more.
Platform: iPhone
Camel Rush was our first game together as Well Placed Cactus. We developed the game to completion and released it in early 2012. Although not a commercial success, Camel Rush helped us get an understanding of the entire process, from idea to finished and published for everyone around the world to enjoy.
Learn morePlatform: iPhone, iPad & Web
We made Solar Speedway as a iPad racing prototype. The game used real player data to control the AI so that you could race against other players. While the prototype was a lot of fun we decided that it was too large a game to try and release commercially.