We build the iOS version of BAFTA- and IGF-winning Night in the Woods, and we created YarnSpinner, the dialogue system for games, for it.

We build the iOS version of BAFTA- and IGF-winning Night in the Woods, and we created YarnSpinner, the dialogue system for games, for it.

 

We have worked on video games big and small.

Some of them have cats. Most do not.

 

We built the ABC Play School Art Maker and Play Time games, incorporating the things that make Play School amazing (and showcase why it’s the longest running children’s TV show in Australia, and second longest running worldwide).

The Play School games received worldwide acclaim, awards, App Store features, and gained an audience of dedicated fans across a spectrum of ages, abilities, and interests. We’re very proud of of work on them.

 
Play School
 
This is the Qantas Joey Playbox, and it won an iAward, and developed a great following.

This is the Qantas Joey Playbox, and it won an iAward, and developed a great following.

 

We built a children’s video game about airports and flying for the third oldest airline.

 

The National Museum of Australia needed a game to help encourage school groups to explore their enormous collection, so we built The Museum Game.

It’s a multiplayer networked game that encourages teams of visitors to explore, understand, and make connections between different objects in the museum’s collection.

It also looks like some sort of ancient puzzle box, so that’s cool.

 
The Museum Game
 
Bill Shock
 

We built Bill Shock for TasNetworks, a public utility company. They needed a game to help customers learn how demand-based pricing works in the consumer electricity market, and when we turned up and waved our hands about and ranted about video games instead of pitching something corporate at them they loved it and hired us.

Get in touch →