Projects

Take a look at some of our previously developed projects.

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Robot University

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.

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Eggolution

Client:  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.

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Gorilla Band

Client:  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.

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Blast ‘em Bunnies

Client:  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.

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Boombastic Bear

Platform: 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.


Camel Rush

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.

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Solar Speedway

Platform: 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.