1. MISSION
  2. WORKFLOW
  3. PEOPLE
  4. SHOWREEL
  5. PARTNERS
  6. CONTACT
  • The Interactive Systems Studio is a group of multi-disciplinary professionals whose ambition is to provide outstanding creative prototypes utilizing a diverse range of technologies. We offer a transparent six-step development cycle working in tandem with our clients to take an idea from its initial inception through to a desired end goal with additional consultation on where to take the project forward.

    The studio was created to act as an intermediary partner for enabling enterprising students, staff, research groups and SMEs to leverage funding, consortium bids and deliver investable prototypes which otherwise might never have been realised. We understand the challenges involved in turning a great idea into a successful product and have the expertise to add value to your projects to enhance the engagement with potential partners, convince investors and facilitate the unlocking of the next level of funding.

    The studio is hosted by the School of Computing & Mathematics and sponsored by the Faculty of Science & Technology, as featured in launch edition of Connect

    We are members of TIGA trade body for the UK games industry.

    "A core activity for us is rapid software prototyping for 'Serious Games' ie using games technology to provide rich, immersive experiences, simulations and real-time visualisation"

    Dr. Dan Livingstone

    1. Scope
    2. Specification
    3. Design & Build
    4. Quality Assurance
    5. Proof of Concept
    6. Launch
    1. Our standard process provides tangible outcomes at each stage. Key milestones, documentation and approval enable us to combine creativity with pragmatic delivery. We do more than software development, we add value, deliver impact and secure engagement.

    2. We value a thorough scoping session with our partners/clients to fully understand the project requirements. We jointly evaluate potential, contribute our expertise and outline viable solutions.

      We begin by hosting a full team meeting in our studio, capturing all contributions and compiling a scoping document with appropriate attribution.

      We also introduce the formal elements required to respect commercial confidentiality and to identify Intellectual Property. We then prepare a memorandum of understanding, with initial recommendations indicative deliverables, costing and timeline presented as a 'scoping document' including initial Concept Art and reference material for initial approval.

    3. Once the initial scoping is approved we hold an internal team meeting, identifying appropriate technologies, delivery platforms, interaction modalities and user experience flows.

      We then produce a software specification or design document for partner/client approval; this includes design treatment, user experience and core functionality. Target platform/device, software & hardware requirements and a breakdown of the deliverables are defined.

      If required a full business case can be developed to leverage funding, identify additional commercial elements such as IP agreements, material transfer reports, non disclosure and licensing agreements.

    4. Working directly from the specification we begin rapid prototyping. Concept art is extended into draft interface elements, 3D models, textures and world design. Software prototypes are implemented to establish core functionality.

      We use an agile development approach, allowing us to map our production cycle to partner/client timelines, for example integrating field data, visualisation of research outcomes or integration of client assets.

      We integrate industry standard technologies to develop the bespoke interactions and robust system architectures to deliver an extendable prototype.

    5. The working prototype is put through a phase of exhaustive testing and debugging on each target delivery platform, the same software will have different user interface, interactivity and performance requirements depending on the target platform.

      We work with our partners/clients to ensure rigorous evaluation. A key part of this is testing the application with the target audience, either online or onsite.

      A final review session is held to identify and agree any minor amendments. We identify which elements to refine to enhance the user experience and optimise the software.

    6. An essential part of the process is proving the concept, a fully operational prototype with robust system architecture, scalable technology, high visual impact and resolved user experience is delivered on the target platform.

      Final project documentation is provided, this includes recommendations for full product development including future commercialisation, licensing and strategic partnerships.

    7. We take a pride in our work! While some projects remain confidential and commercially sensitive, others require effective distribution and strategic positioning to achieve maximum impact. We can advise on spin offs, alternate revenue models and viral distribution on a per project basis.

    1. Luke Angell
    2. Ewan Armstrong
    3. James Hayter
    4. Dan Livingstone
    5. Marius Varga
    6. Gareth Williams
    1. As a studio we follow an agile development model, while we have a structured workflow and core roles, each member of the team is highly adaptable, matching skills to requirements on a per project basis.

    2. Technical Lead & Project Coordination

      Luke is the technical lead for the studio. His previous 6 years in industry were spent developing a wide range of interactive products for national and international clients. This experience informs our project coordination and client liaison.

      His broad knowledge will often transform projects from being unattainable to deliverable. He also looks after our infrastructure, optimising our systems and workflow.

      Deep down he's a coder and he'll pretty much turn his hands to anything from programming, design and user interaction to networking and hardware. In his own time he likes to have adventures in the wild, taking in the depth of field that only the real-world can provide.

      Skills & Expertise:
      • Agile Working Practices
      • Mac OS X Server Administration
      • IT Infrastructue Expertise
      • Actionscript 3
      • HTML + CSS
      • Web Technologies


      Profile:
      • LinkedIn
      • Twitter
    3. CG Artist & 3D Environment Design

      Ewan previously worked as a world artist in the games industry working for small studios and large production houses on commercial titles.

      He guides the look and feel of our projects from initial concept art and 3D modelling, through to texturing, lighting and optimisation.

      He has a special interest in Computer Graphics and motion effects with a portfolio ranging from 2D mobile games to full 3D console titles and post production for film. Ewan brings our worlds to life.

      Skills & Expertise:
      • Maya
      • Mud Box
      • Z-Brush
      • Unity 3D


      Profile:
      • LinkedIn
    4. Rapid Prototyping, Game Mechanics & Usability

      James' previous experience was developing for web and mobile technologies both in the commercial space and with his own indie game releases.

      He is heavily involved in our rapid software prototyping from initial scoping to formal documentation, developing interactivity, game play mechanics and archiving related research. He also coordinates our usability testing and quality assurance sessions.

      James is an experienced bass player with a passion for Team Fortress, he is also a graduate of BSc(hons) Computing & Games Development.

      Skills & Expertise:
      • Unity 3D
      • Actionscript 3
      • HTML + CSS
      • PHP + MySQL
      • Javascript
      • Interaction Design


      Profile:
      • LinkedIn
    5. Studio Founder & Strategic Planning

      Dan founded the Interactive Systems Studio, building on his previous initiatives to motivate graduate enterprise, build links with industry, and leverage interdisciplinary research activities.

      As the founder and strategist he takes a strong interest in all aspects of the studio, from individual team member aspirations to client and stakeholder engagement, from first contact to final project delivery.

      He is the course leader for BSc (Hons) Computing & Games Development, board member of Explay and member of Science and Technology commercialisation committee, Plymouth University.

      Skills & Expertise:
      • Strategic Planning
      • Proof of Concepts
      • Horizon Scanning
      • Interdisciplinary Teaching


      Profile:
      • LinkedIn
    6. 3D Simulation Programming & Development

      Marius is our game engine specialist, He bridges the gap between simulation and highly immersive visualisation, integrating real world data and game technologies.

      He takes the design documentation, breaks it down and advises which platform to use, which language to use and what to enhance and modify to create a rich and immersive environment on multiple platforms.

      Outside work time he is the proud father of a beautiful daughter and occasionally he'll get a bit of peace and quiet at the gym or doing lengths in the pool. He also graduated from BSc(hons) Computing & Games Development.

      Skills & Expertise:
      • C++
      • Objective C (iPhone)
      • Unity 3D
      • Unreal Script
      • XNA


      Profile:
      • LinkedIn
    7. Interactive Developer & Systems Architect

      Gareth has worked in the digital media sector for the last 5 years developing interactive installations for public museums and visitor centres in the UK and Internationally. He has a reputation for delivering robust bespoke solutions in challenging public and commercial environments

      His knowledge of software architecture and design patterns informs all aspects of our development cycle, paying particular attention to the project specification and the integrity of our code.

      He holds a Europrix Seal of Quality, has had his music aired on Radio 1 and can often be found at game jams competing within the indie games scene.

      Skills & Expertise:
      • C#
      • XNA 4.0
      • WPF 4.0
      • Actionscript 3
      • Unity 3D
      • PHP / JS
      • HTML5


      Profile:
      • LinkedIn
      • Website
      • Twitter
  • We have partnerships with local, regional and national organisations, enabling us to recommend the right path to develop your projects and maximise potential.


    "Interactive Systems Studio have been involved on a strategic level with a new European Regional Development Fund (ERDF) bid, that Creative England have proposed to directly stimulate the Games Industry in the SouthWest UK. This two year, £1.8M programme will provide the support needed to help games companies grow, create new jobs for graduates and attract inward investment, along with further research and development collaborations."


    Korash Sanjideh
    Broker for the Creative Industries
    Innovation Network (iNet)
    http://www.creativeengland.co.uk

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  • Got a great idea but don't know where to take it? Get in contact with us and arrange for an initial discussion or a confidential scoping session with the team.

    Address

    Interactive Systems Studio
    Babbage Building (Room 202)
    School of Computing and Mathematics
    Faculty of Science & Technology
    University of Plymouth
    Plymouth
    PL4 8AA

    Phone

    +44 (0)1752 586297

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