Archive for the ‘Development’ Category

Apple Shakes Up iOS with Redesign

Thursday, June 13th, 2013
NewiOS

iOS, the heart and soul of Apple’s wildly popular iPhone and iPad, has looked basically the same since the phone first launched six years ago. We’ve been yearning for a change. Now we finally have one, and we couldn’t be more excited.

Meet iOS 7. We’re happy to see the departure of glossy icons and “skeuomorphic” textures (think the yellow lined paper in the Notes app or the green-felt table in Game Center). These designs seem dated and look bloated in comparison with the sleek hardware design of modern iOS devices. The new version uses “flat” graphics and thinner typefaces, making for a more streamlined look. We also love the bright new colors and the increased use of white. Simplicity and friendliness is a winning combination in our book, and iOS 7 nails it.

The new iOS looks flat, but it also utilizes depth. Translucent panels slide over your screen, giving the impression that multiple flat layers are sitting on top of one another. The display even changes as you move your device to create depth effects. We were concerned that a flatter iOS might end up looking like a knock-off of Microsoft’s new tile-based “Metro” design, but this layered style looks unique and adds a feeling of orientation within the various screens. Cool!

And, of course, big changes to iOS mean big changes to its ecosystem of apps. We think developers will need to match Apple’s refined functionality and ease of use in addition to its new aesthetic. That may be a liability for some, but we see this as an incredible opportunity for creativity. Utility apps as well as games could use the new layered style to change the ways we interact with content.

The bottom line: iOS 7 looks like a beautiful and modern refresh of the popular mobile operating system. It seems familiar yet new, stylish yet unique. And it holds promising opportunities for innovation from app developers. Great job, Apple; we can’t wait to get our hands on it this fall!

5 App Mistakes Not to Make

Thursday, January 31st, 2013

NN_TitleShot1

By this point, you’ve heard a lot about our beloved (albeit negative) little cloud, Nimbus. As we mentioned many-a-time, Negative Nimbus was our first self-published, original app release. We poured a ton of time, energy and love into the production, and learned a lot in the process of releasing it to the masses. And as they say, hindsight is 20/20, so we thought we’d share five key lessons we learned along the way:

1) Devote time, money and resources to marketing: While we put a lot of energy into outreach, we realized early on that marketing, like production, requires talent, expertise, and ultimately, a significant budget. While we were proud of what we were able to accomplish internally on our shoe-string budget, we’ll definitely be putting more strategic resources toward the marketing of future self-published titles.

2) Release on as many platforms as possible at once: We were eager to get our game into the hands of users ASAP, and went with a tiered release of iPad first, followed by iPhone/iPod and finally Android devices. This meant a lot of separate marketing pushes, and an overall spread-out of “buzz” and resources. If we could do it again, we’d wait it out and launch on multiple platforms at once, so everyone who hears about the game in a single marketing push has the ability to try it out.

3) Figure out a free strategy: For Thanksgiving, we decided to thank our supporters by going free for a few days. Our downloads that weekend were upwards of 15,000/day, which confirmed that free games have the potential to reach so many more users. While we still struggle with the best way to monetize free games (as most developers do), it’s something we’ll consider more thoughtfully now that we’ve really seen proof of the contrast between free and paid downloads.

4) Use resources smartly: Whether you’re a giant company, or a smaller independent studio like ours, it’s important to use your resources as effectively as possible. As we got further along in our marketing efforts, we learned what avenues were dead-ends, and conversely, where our efforts were paying off. In purchasing ad space, for instance, we quickly learned that one site in particular led to many more click-throughs than all the other sites we tried combined. This made it easy for us to specifically target that site in subsequent marketing pushes.

5) Don’t be afraid to think outside of the box: One benefit to being completely new to self-publishing was our willingness to take risks in our outreach efforts. Eager to learn, we tried everything from guerilla marketing posters with QR codes, to purchasing ad space on a variety of sites, to creating a weather utility app starring our characters for cross-promotion. We also played with the pricing structure, eventually introducing a lite version with a paid upgrade for all content. Our hunger to see what worked help us form relationships with key outreach partners and gain insights that will undoubtedly inform future efforts.

These are just a handful of the many lessons we learned through launching Nimbus. Perhaps our biggest takeaway, though, was in rethinking how we define success. While the app hasn’t left us flushed with cash, we view it as a huge success both in terms of quality of the content we produced and the impact it will have on our efforts as a studio moving forward.

Introducing Emogo

Tuesday, January 15th, 2013

Blog_EmogoArt

2013 is off to a great start at CloudKid HQ! We’re thrilled to announce the soft launch of the “social app” we mentioned in last month’s post. Meet Emogo – the emotional avatar! While Twitter and Facebook provide information about what you’re doing and who you’re doing it with, Emogo lets you share how you feel with your friends, family and followers in a fun, unique way. CloudKid helped conceptualize the product while also creating the branding, UI design and all artwork for the Emogo avatar assets. CloudKid partnered with NYC tech incubator, Soho Tech Labs on the creation of Emogo.

The streamlined “public beta,” which is only available via desktops and tablet browsers, allows people to create their Emogo avatar before the app is available. Stay tuned for more info on the official launch, and in the meantime, create and share your very own Emogo!

Announcing Negative Nimbus!

Tuesday, September 11th, 2012

For months now, we’ve been hinting at the release of our first original iOS app. Well, good news loyal CK followers… the wait is almost over! Negative Nimbus, our lovable little rain cloud, along with his fellow Sunnyland inhabitants, will be coming to an iPad/iPhone near you very soon. In the meantime, Nimbus’, website, blog and trailer (also above) have all gone live. Check these out for lots of sneak peeks and behind-the-scenes looks at the production and development of the app. While you’re at it, please like Nimbus’ Facebook page. We’ll be posting all kinds of exciting updates there leading up to launch, and little Nimbus can use all the love he can get!

We Be Jammin’

Thursday, May 17th, 2012

Game Jam  [game-jam] noun: 1. A gathering of developers, artists, and other creatives over a short period of time in which a collective effort is made to make one or more games.

A few weeks back, the creative minds at CloudKid came together to formulate and pitch ideas for our next potential game(s). The goal of each game jam (yes, we had 2!) was to produce several concepts for possible games and present them to our peers.

We met early in the morning and, after a yummy breakfast, broke into small teams of 3 or 4 (each with an artist, an animator, and a programmer). Each game jam started with a theme and some rough parameters on which our teams based their ideas. After brainstorming and discussing concepts, each team settled on an idea to flesh out and present to the larger group. We sketched, wrote, wireframed, and, in some cases, even programmed rough mock-ups of our projects. At the end of the day, the whole CloudKid crew met to view and discuss all the game jam presentations.

Results: a success! For the second year in a row, we had some great concepts come out of the game jams and had a lot of fun in the process. In fact, one of our current productions–our first iOS title–was a result of our very first jam last year.  More on that game’s launch to come very soon…

In the meantime, check out our Facebook album of some of the CloudKids jammin’ away.

Getting Creative

Monday, April 16th, 2012

They’re hard to explain, those flashes of brilliance that seem to come from nowhere.  J.K. Rowling had that moment sitting in a coffee shop, writing on napkins and formulating what has become the world’s greatest heptalogy. Whoever made this clearly knows what we’re talking about, too. But how do we foster these flashes of brilliance? Where do these surges of inspiration come from, and how, for the love of god, can we make them happen more often? Everyone has those days where it seems that the more you think, or the harder you try, the more empty your brain gets and the more, um, lame, your ideas become.

As an interactive media studio that prizes itself on creativity and innovation, we depend on these moments, which is why we love Jonah Lehrer’s new book, Imagine: How Creativity Works. Lehrer discusses the origins of creativity and how to best nurture a creative environment in the workplace. We all have routines outside of work – going to the gym, taking a long shower – that help us think clearly and originally, but how to replicate that at work? Check out the story on NPR and see what you think!

Something’s different…

Monday, March 5th, 2012

Notice anything different around here? Yup, that’s right… you’re looking at our brand spankin’ new blog page. Over the past month, CloudKid brains and brawn have been working like crazy in our computer lab and… voila! We are proud to present to you the new CloudKid website!

Now, now. There’s no need to get all nervous. Even though we’re suddenly really, really, really ridiculously good looking, we’re still the same old CloudKid at heart. Don’t believe us? Take a look and see for yourself! We’ve taken all the content from the old site, snazzed it up, and added tons more fun stuff. Seriously, so fun.

One of the reasons we went the extra mile with the new site is to attract talented folks.  The better the artists and programmers we work with are, the better CloudKid will be.  And since Boston is a pretty small town, we’re hoping the new site will help attract the best talent from our area and beyond.

Let us know what you think – we love feedback! You could even be like this lady and make your very own YouTube video about it.

Why Flash Isn’t Dead

Thursday, February 2nd, 2012

These days, there’s no short-supply of opinions extolling the demise of Adobe’s Flash. Last month, Adobe announced that they would stop putting efforts into continuing the Flash player for mobile devices. This isn’t terribly surprising for those following Adobe’s efforts. They haven’t proved that the mobile Flash player is stable or ready for wide-spread adoption. For performance-critical or multimedia-rich applications on mobile hardware, there’s an enormous performance cost of running applications through a browser plugin or virtual machine. The hardware offered today on mobile devices is still far from the capabilities of even a low-end desktop computer.

The nature of content in the Flash Player has been shifting over the last few years, even before Steve Jobs was openly critical about it, or before the iPhone or iPad. The things that you should do with Flash are becoming a smaller subset of things you can do with Flash. Rich application development, video streaming, and website creating are much better done these days as browser-native. As the JavaScript, CSS and HTML implementation in browsers has improved, the need for Flash to do certain things has decreased.

Flash’s long-term future as a distribution platform through a browser plugin (what’s referred to here as the “Player”) is dying a slow death, at best. The success of Apple’s App Store has underscored a shift towards device-native mobile apps downloaded through a marketplace as opposed to content delivered through web browser open-standards. However, in all this chatter about Flash, there are some overlooked aspects that, we believe, are important in understanding the future of this technology and why it isn’t going to disappear.

Flash Platform vs. HTML5

While Apple, Google and Adobe have agreed to support the HTML5 specification, the W3C which maintains and publishes the specifications for web standards has only released the Work Draft of HTML5, which was started back in 2004 (by comparison the first iPhone was released in 2007). Standards take a long time to create and an even longer time to adopt. As a developer who implements these standards, it often requires lots of programming hacks, workarounds and platform-agnostic libraries (e.g., jQuery) to compensate for the browser and platform fragmentation.

The landscape for HTML5 has gotten even more complicated than the days of Netscape versus Internet Explorer and HTML4. Not only are there more browsers, but the platform landscape is now a diversity of hardware, audio & video codecs, as well as different javascript capabilities. Asking “why do I want to build a house on mud?” is not dissimilar from asking and “why would I want to create a game with HTML5?”.

Flash’s Identity Crisis: Solved!

In the wake of Adobe ditching the mobile Flash effort, the coverage tended to overlook that Adobe was going to concentrate their efforts on native app publishing (Android and iOS) using Flash. We believe this marks an important shift from Flash as a publishing platform (via the Flash Player) to Flash as a publishing tool (via the authoring environment). The strength of Flash is largely attributed to Flash as an authoring tool. It’s one of the reasons why Microsoft’s Silverlight hasn’t enjoyed such wide-spread adoption. Even with significant blows to the Flash player, the authoring tool is still great for animation, storyboarding, and rapid prototyping. It’s still the best authoring environment available for creative people to create multimedia-rich experiences with very little programming knowledge.

Adobe has been working over the last several years on a compiler which builds Flash content to native iOS apps (formerly called iPhonePackager). In recent years, this functionality has been replaced with ADT (AIR Developer Tool) and iOS publishing in Flash CS5+, which allows the same functionality using a model built for publishing AIR Desktop applications. The tools are still in development but have already shown a lot of promise. Building content for multiple platforms in one authoring environment is the holy grail of device-native development, and Flash now has the best opportunity to make a go at it.

Hectic Harvest Game Process

Friday, April 22nd, 2011

In honor of Earth Day, we decided to give  y’all a look at the process of our latest game, Hectic Harvest.  This farming game was a lot of work and brought along a whole new set of challenges we hadn’t  faced in our game design process.

From the beginning, we had the challenge of setting our game apart from the dozens of online farming games.  We researched farming-style games and took note of what was working and what wasn’t.  In the early part of development, we had planned to have Henry and Avril serve as the main characters, and the user would control them on the farm.  When we began the design documents, we realized that it would be difficult having the Labbers walk from plot to plot on the farm without stepping on the plants.  We tried to brainstorm various game screens scenarios, but nothing seemed to work. Finally, one of us chimed in, “Wouldn’t it be awesome if they could just float from plot to plot” – it was our Eureka moment. Rather than using the Labbers, we decided to feature a character that does float – Mixie-Bot.  From that point on, Mixie was our farmer, and it actually worked out for the better.  With Mixie, we were able to introduce inventive gadgets and contraptions, so she could make mundane farming activities (i.e. watering and weeding) pretty awesome.

From the get-go, Mixie comes equipped with a handful of helpful gadgets, but as the game progresses and the player earns more money, they can visit an “upgrade store” and purchase add-ons for Mixie.  These upgrades were designed to help speed up farming production, allowing the player to plant and harvest a larger crop for a higher cash reward.  Some examples include a faster watering nozzle, rocket boosters that speed up Mixie’s traveling time from plot to plot, and larger upgrades such as the “Lady Bug Brigade” that eliminates all pests on the plots of land.  We realized that the larger upgrades were game-changers and made the game more fun and significantly easier.  When testing began, we only planned to have two large upgrades for weeding and pest removal, but watering (which is used more than any other action) didn’t have a large upgrade.  Near the end of production, we decided to add the “Mega-Water” upgrade, which allows Mixie to summon a rain shower to water all your plants at once. This late addition added A LOT to the gameplay.

Two more challenges that we faced were determining the point system and difficulty of the game.  When we design games, we always try to keep our audience in mind – kids.  We can’t create games that are too difficult for us to play or kids will definitely struggle. With this in mind, we spent weeks tweaking the point system. Originally, users won points and money.  Points were used to determine which ribbon you’d win and the cash reward was based on the number of points you accumulated. This system became confusing for us, so we decided to remove the “points” and focus solely on the cash reward.  The monetary values that the player earns in each level would also determine the ribbon won.  The money they earn in each level rolls-over into their “bank”, so they can earn enough and save money to buy the more expensive “large upgrades”.  Once the point system was figured out, we had to determine the target goals for 1st, 2nd, and 3rd place in each level.  We went through many rounds of testing and received a large spectrum of results.  Some people scored really low on levels where other people were coming back with huge numbers.  So, how was this happening?

We discovered it could be a number of things.  In the game, each farming action is signaled by a visual alert icon, which is accompanied by a timer.  From the time the alert pops up, to the time Mixie arrives at the plot, this time meter slowly expires. If the timer runs out before Mixie gets to the plot of land, the plant dies – This gives the game a sense of urgency and creates the fast-paced feeling.  In addition, if the action is completed before the halfway mark on the timer, the player receives bonus points.  We noticed that some people would immediately start planting seeds on every plot of land, and furiously send Mixie from plot to plot, but even if users were diligent, most of the actions would be completed near the end of the timers – resulting in less money earned. The best method is not to plant as many seeds as possible, but rather to plant a smaller crop and complete the actions before half of the time expires. This strategy will result in more bling.  We took both styles of play into account when building the point system for each level.

Replay-ability was also something we took into account.  We didn’t want kids to become frustrated for not earning high dollar amounts or ribbons, but we also did not want them to fly through the game and not want to replay it.  So, throughout the testing process we came upon a successful point target system for each level.  To get players interested, the 1st place ribbon is easily accessible on the first few levels. The later levels become more difficult to earn the higher ribbons.  This will make the player have to replay for a number of reasons: to earn enough money to purchase the expensive upgrades, and also to use those upgrades to try to reach the 1st place ribbon.

The fast-paced style of Hectic Harvest did present a handful of challenging game-glitches and bugs. We spent weeks testing and tweaking to ensure the final game had was flawless.  We definitely put a lot of thought into this game, and had to do a lot of problem solving to make it a success, but we also learned a great deal along the way.  Hopefully, all of our work paid off. Take a look at the visual process below and then, get farming!

Freestyle Fizz Process

Friday, March 4th, 2011

We’ve being really busy over at the CloudKid HQ finishing up production on the second season of PBS Kids’ Fizzy’s Lunch Lab.  Our most recent game, Freestyle Fizz, launched a couple weeks ago, so we thought it’d be fun to give you all a little behind-the-scenes peek into the production.

We were very excited to start production on this game because it was our first side-scrolling experience in which the user controls the character, Professor Fizzy in this case.  But, we didn’t want to create just another roller skating game, so we decided to add a little something extra by creating a series levels and unlockable outfits, and we had a lot of fun designing flashy costumes for Fizzy (See below).  The animation component also proved to be more challenging to accommodate multiple outfits, but it  added a lot to the user experience and re-playability of the game.  And although Freestyle Fizz is a roller skating game, it still had to convey the main curriculum goal – healthy food decisions.  Each level has three good (and bad) foods that Fizzy needs to collect (and avoid) in order to hit killer tricks and get higher scores.

Freestyle Fizz was definitely a challenge  in terms of game experience, unlockable items, and animation but we’re really happy with the result.  And for some added excitement, we threw in a little “easter egg”.  Think you can find it?  Hint: Level screen, classic 80s code.  Check out our visual process below, then go play the game!  Good luck!