Beasts of Balance
A mixed-reality tower building and world creating game for all ages, that was the first boxed game sold in Apple stores globally.
Mother Ultimate is Tim Burrell-Saward and friends: an independent, globally distributed studio making playful products, games and experiences that explore the rich and engaging interactions that can happen when physical objects talk to computers.
We make cutting edge consumer electronics combining hardware and electronics, and that integrate seamlessly with the smart devices around our homes and in our pockets. Our skillset includes expertise in industrial design, electronics engineering, app development, game design, user research, interaction design and crowdfunding, and we have hard-won experience manufacturing and distributing at global scale. We ship things, both figuratively and literally.
Alongside mass-produced consumer electronics products we also create one-off installations for events and exhibitions. From big interactive builds to behind-the-scenes gathering of audience data, we know how to use technology and design to make magical, memorable, and reliable experiences that couldn’t exist any other way.
We’re committed to acting sustainably with the things we make: from interrogating the impact of the materials we use, to reducing packaging waste, end-of-life recycling and working with environmentally progressive manufacturing partners wherever possible. If we’re making things, we should be making them responsibly.
A mixed-reality tower building and world creating game for all ages, that was the first boxed game sold in Apple stores globally.
An epic fantasy tabletop game featuring an evil mechatronic tower and dynamic connected app.
A (currently under NDA) location-based augmented reality mobile game built around Niantic's Lightship SDK.
A selection of award winning projects bringing technology and game design to live events.
A series of audiovisual artworks involving the synthesis of NASA deep space data into audio and physical form.
A playfully interactive installation built for a royal palace.
A series of interactive installations for the Scottish gin brand, themed around unhinged Victoriana quackery.
A physical data visualisation sculpture translating abstract information into engaging stories.
A Twitter-controlled robotic piñata (obviously).
An anamorphic sculpture consisting of 2000 unique pieces.
An Internet of Things prototype exploring data visualisation within the home.
An antique writing bureau with secrets to be discovered...
Move along, nothing to see here.
We’re currently working on the studio’s first commercial release but are open to collaborating on new product development, interactive artworks and immersive theatre projects. If it involves play, technology and people, and whether a one-off or mass manufacture, we can help.