We created Window on the Past, an augmented reality installation for the Museum of Edinburgh, to let visitors explore the history of its courtyard through simple hand movements. A large screen in the courtyard gallery connected the physical setting with digital recreations of its past.
Developed for the City of Edinburgh Council and the Museum of Edinburgh, our Field Marshal Earl Haig installation used touch technology to turn the glass of an existing display cabinet into a way of exploring the objects inside.
We’ve developed games for mobile and web platforms, including iOS and Facebook. This work combines game development with analytics to understand user engagement and an iterative approach to improving the product.
We managed the production of multiple seasons of Billabong virtual clothing for PlayStation Home, working with a virtual retailer. Our responsibilities included internal and external development, client liaison and brand compliance, as well as the creation of a virtual storefront reflecting Billabong’s physical store design.
Working with a virtual world development studio, we designed and produced multiple interactive spaces for Audi AG over three years within Sony’s PlayStation Home. Our work covered promotional spaces, virtual branded clothing and gaming experiences.
We worked with Wrangler and a virtual clothing retailer to create digital versions of items from Wrangler’s catalogue for PlayStation Home. We managed internal 3D artists, contractors and outsourced production, along with client liaison and advertising.
As part of a studio management team, we provided technical and project management oversight on Audi A1 Beat Driver, an Audi-branded music game for iPhone and iPod touch. Our work included liaising with music publishers and record labels to license tracks for the game.
We helped found and set up VEEMEE’s virtual world development studio in central Edinburgh, hiring and training a team of 20 people. Our responsibilities included studio and project management, technical direction, client relationships and the coordination of external production teams and outsourced personnel.
We worked with two of the Scottish Enterprise-funded Intermediary Technology Institutes, ITI Techmedia and ITI Life Sciences, over a number of years. We provided project management and technical expertise across pre-commercialisation research and development programmes involving e-learning, gamification, data analysis and information extraction.
We provided project management and technical direction for Rail Simulator, the PC railway simulation developed by Kuju Entertainment, funded by Fund4Games and published and distributed by Electronic Arts.
Released in Europe in October 2007, Rail Simulator put players in charge of historic and contemporary locomotives on real railway routes. Its North American release followed in January 2008, adding the Barstow–San Bernardino route and Union Pacific trains. Players could choose between accessible driving settings and a fuller simulation of train operation.