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Posts Tagged : mobile

ABC Space Discovery – AR App

Case Study Overview We were approached by Appsquare and NAKATOMI to assist with the development and delivery of the ABC Space Discovery AR App. The project was a pleasure to work on, where our team was responsible for implementing the UI, creating the functionality for the Jupiter experience, and consulting on mobile development in the Unreal…

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Rash Decisions - case study header
Rash Decisions – Case Study

Case Study General Practitioners in Australia see one million presentations of skin cancer per year. In fact, 1 in 5 GP appointments are for dermatological reasons. Considering how predominant dermatology is in practised medicine, it’s surprising that Australian medical students receive an average of 3 dermatology-specific lectures during their entire degree unless they specialise. These…

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In Their Shoes – Case Study

Case Study Takeda Pharmaceuticals provide a treatment for sufferers of Irritable Bowel Disease (IBD), a debilitating illness which currently affects more than 2 million people in Europe alone. To allow their employees to understand what it’s like to live with this disease, they conceived a thought-provoking mixed reality experience called In Their Shoes. In Their Shoes…

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It’s The Final Devblog: Week 26

GLTCH is live! It’s actually live. This labour of love has taken exactly half a year to hit the Play Store (yes, we started the devblog in our first week) and the refresh button could not have been pressed more times as we waited for the final submission to go live. It’s free, so download it…

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GLTCH Devblog: Week 25

Nico is not a man to back down from a challenge. Each of GLTCH’s 32 iteration levels were designed and implemented within a week, with some time to spare. It’s been good to see the content we shut out over a month ago make a return. We were prepared for a sneaky stash of bugs…

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GLTCH Devblog: Week 24

We’re now less than a fortnight away from GLTCH’s Play Store debut, so it would only make sense to overthrow how fragment and enemy spawning works, right? Why not? You can tell the crunch time pressure is being applied when you have to seriously weigh up the benefits of changing something major, and although we…

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GLTCH Devblog: Week 23

*cue drum roll* TRAILER! It’s been more than a long time coming (seriously, don’t go back and look at the last piece of video content that we published for GLTCH), but our launch trailer has been recorded, beat matched, edited and released to the public. And you know what a launch trailer means? Release dates! Look…

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GLTCH Devblog: Week 22

*heavily laboured breathing* The PAX Australian Indie Showcase deadline is tomorrow! We’ve been crunching the hardest we’ve ever crunched to get this build presentable for the Elder Council of judges, but in the process of doing so had an alarming realization. When deciding on what was most important to work on, we focused on improvements that made…

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GLTCH Devblog: Week 17

This month we scored two rounds of playtesting for the price of free! We were invited along to the AIE Incubator playtesting session, where those in the incubator program were eagerly seeking both praise and criticism for their works-in-progress. It was exciting to see (and break) what some of our contemporaries are working on (looking…

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