Quick prototypes of games being designed for a VR headset played with bare hands. In a browser, keys and on-screen buttons stand in for the hand gestures. They are rough on purpose: each one exists to find out whether an idea is fun before it is built properly.
Signal a pack of little dinosaurs up a tower. Played with hand gestures. Opens on a playground under the name; the stones at the near edge are the levels.
Not a game: pack's levels built from six different construction kits (stacked slabs, basalt columns, masonry, voxels, a contour model, sculpted), each with its own rock, plants, water, lift and dinosaurs.
Not a game: pack's primitives one at a time (vines, lifts, waterfalls, boulders, caves, the creatures, and the new falling tree, rope bridge, great wheel, flooding dam and surfacing turtles), each on the smallest board that shows it, in pack's own rules and view. Watch the route or play it with pack's keys.
Not a game: pack's levels and primitives playing themselves in fourteen whole art directions (palette, shading, light, air, creature proportions), to find a more consistent, less cartoonish look.
Not a game: pack's sequenced music, to listen to without playing. Each layer alone or together, any seed, any tempo, and the creatures' sounds over it.
Defend a tower with spells cast by hand. Asks whether ten minutes can take you from one spell to feeling like an archmage.
Not a game: spire's tower, orbs, portals and enemies drawn in three art styles and three moods, to choose a look that ports cheaply to Unity.
A test page for the harness, not a game.