Ready to Learn: Escape from Greasy World

Escape From Greasy World

Last week I traveled to Washington DC to present the Beta of our latest Lunch Lab interactive creation, Escape from Greasy World, at the PBS/CPB Ready to Learn Summit.

Escape is a large-format online experience that features one longer narrative that’s connected by mini-math challenges that must be solved to push along the story.  We’ve been working very hard on this 40+ minute experience which features eleven minutes of new animation, six mini-games, and an immersive side-scrolling world.  The premise: When Professor Fizzy and the Lunch Lab gang go missing, Henry and Avril decide to investigate. Using their problem-solving skills, they find clues, solve math puzzles, and uncover intel that unravels the mystery. The beta was well-received and the attendees seemed excited by the larger narrative.

At the conference, all the PBS producers presented their transmedia betas, which were exciting and inspiring to see. The conference also featured great speakers and discussions about children’s interactive media – I am always impressed by PBS’s commitment to meaningful content. The best part of the two days was meeting all of the amazing content producers, researchers, and educators who are working on the RTL project.

Escape from Greasy World will launch in September.

 

CloudKid Field Trip: Super 8

CloudKid is officially a baker’s dozen now (if you count Ryan Renyolds). We had two new CloudKids start this week: Tim Prendergast and Allison Gevarter.  Tim was our intern last summer and fall, and he recently graduated from the animation program at Massachusetts College of Art + Design. Allison joins us from the Harvard School of Education where she earned a master’s degree in the Technology, Innovation, and Education program. We decided to celebrate our new hires by taking off Friday afternoon off to all go see “Super 8“. Consensus: really awesome!

Emmy Nomination!

Last Wednesday was an exciting day at CloudKid.

First, we were notified that Fizzy’s Lunch Lab was nominated for a Daytime Emmy Award for “New Approaches” in children’s programming. This is the second time in two years that we’ve been nominated in this category. We feel that the two nominations prove that the Fizzy’s model can work. While most children’s media producers look toward TV as the as the holy grail for episodic kids content, we view the web as the place to be for original children’s properties – it’s an unknown and exciting time in the space.  Finally, this nomination is a tribute to our team’s contribution and passion. We’re lucky (and thankful) that we get to work with such an amazing team on a daily basis.

Second, the Pictureka show opener that we produced for Hasbro Studios and The Hub was nominated for “Best Show Open & Title Design”. Unfortunately, CloudKid wasn’t officially nominated (Hasbro and Hub credited), but we’re ecstatic about the recognition.

The Daytime Emmys take place on June 17th in Los Angeles. Hopefully, we’ll have some good news to report – our fingers, toes, and eyes are crossed.

 

Hectic Harvest Game Process

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!

Things We Look for When Hiring

illustration by Mike Annear

A few months ago, we posted an article that outlined tips for submitting a portfolio. Now that we’re ramping up for a couple projects, we’ve decided to take it one step further; What type of person is the ideal CloudKid?

Dave and I both graduated from the Studio For Interrelated Media (SIM) at the Massachusetts College of Art + Design. SIM is a concept-driven, critique-focused, and collaborative environment for artists. The program encourages students to identify concepts and to translate them to the most appropriate media for each idea. In any given SIM class, students present works ranging from spoken word to paintings to animation to everything in-between. The results can vary from amazing works of art to visual (and audio) noise, but this model creates artists who view art in a more well-rounded manner, can talk about ideas, and know how to work with others in a creative setting. The tools we picked up in SIM guide CloudKid’s underlying foundation, and while not every artist we hire will graduate from SIM, most of the qualities we saw in our successful peers guide our hiring decisions.

In addition, we are committed to being a small, nimble and highly efficient creative studio. In order to do that, we look high and low to find extraordinary people with an extraordinary range of talents and skills. We recently took a close look at all our employees and identified the qualities that continued to surface.

1. Versatility

Most animation or interactive studios require lots of specialization. We are no different. We have high expectations for our animators to animate, designers to design, and writers to write. However, where we differ is that we also place a high value on people with cross-over and versatile skill-sets. We don’t just hire an animator, we hire an “animator plus”, someone who’s not afraid of working with typography, loves to write or even play with sound. We encourage our employees to take on multiple roles and to learn, grow and stretch through our projects.

2. Drawing

Drawing is the fundamental vehicle for visual communication – especially for anyone working in the creative arts. Everyone who joins CloudKid has to draw, even our producers and programmers. We’re not necessarily looking for the next MC Esher (though it helps); instead, we expect that our employees can quickly sketch in order to communicate thoughts and ideas. We view these type of rough, loose drawings the life-blood of our creations. But, if you’re applying for an art or design position, we expect that you’ve mastered the fundamentals of drawing.

3. Ideas

A lot of people can draw, but there are few people who have truly great ideas. As much as we pride ourselves on generating a high-quality product, ideas are the foundation of it all. We are creative problem-solvers and we spend a lot of time thinking about concepts and how to transform words and thoughts into a real thing. It requires being able to come up with ideas on your own, contribute to a larger group, and provide feedback to make the project even better.

4. Passion

While work is work, you should feel a sense of excitement, curiosity, and love for animation, character-driven storytelling, and gaming. We hire people who truly love to create things. Sketchbooks, side projects, and personal experiments are often the best way to gauge a candidate’s passion. If you haven’t filled a sketchbook in the last year or created projects outside of work or school, it’s usually a red flag. We live by the saying: You can fake passion. You can’t fool us.

Spring Update

It’s been a while since we last updated the bloggy. We’ve been a little busy with a handful of pretty cool projects.  Here’s a little CloudKid update:

1. Fizzy’s Lunch Lab – We totally slayed the second season. All the content is done. Finished. Complete. In the bag…you get it. The videos, games, and recipes will be rolling out until September, so be sure to check back for weekly updates. We recently launched two pretty awesome games. The first one is Hard Boiled – a nutritional-themed game show where kids can play alone or face-off against a friend, peer, or sibling.  The second game is Hectic Harvest – a farming game that encourages you to plant crops, earn cash, and buy upgrades to become a farming machine.  Game development process posts will soon follow.

2. Ready to Learn – This fall PBS notified us that we were part of their US Department of Education Ready to Learn grant. As part of the grant, we had to propose a series of math-based games spanning a variety of media. Rather than proposing a bunch of mini-games, we took a risk and proposed creating one large game (ala Mario Bros). Our proposal was well-recieved and green-lit this February. We’re now in the thick of producing the epic online narrative-experience, Escape from Greasy World – kids must solve mini-math challenges to push along the larger narrative and solve the mystery of Fizzy’s whereabouts. We’re also producing a smaller IWB game based on the larger experience.

3. Radical Reading – We’ve been working with a major children’s media company to develop an amazing reading program for kids. While we’re currently face-down in development, production will officially start in the next month. It’s an awesome project with lots and lots of potential.

4. Hiring – It’s going to be a very busy summer at CloudKid, and we’re looking for a few good CloudKids. Stay tuned for job postings, hiring tips, and other hopefully useful information.

Up, up, and away…

Seamless Audio Loops with Flash

Most of the games that we create use looping audio, either for music or as a sound effect. One of the limitations of the MP3 audio format is that it adds a fraction of a second of silence at the beginning of a file. For most audio this is tolerable and imperceptible, however, if you need a perfect loop for something like music, then you’re going to have to find a better solution.

MP3 Waveform

We looked at all the alternatives that searching Google had to offer (i.e., special exporting software, fancy AS3 runtime code, etc) and after all this it seemed the best solution was also the easiest. If you import raw audio such as a WAV or AIF file into Flash Professional and embed the sound into your SWF (either as a timeline loop or with an exported class), it will not add the previously mentioned bit of silence. We call these undocumented Flash gems, “Flash magic”.

This is good news except that it’s a pain to manually import each audio file into an FLA and then export if all you need is a SWF. We created a Flash plugin (also called extensions or commands), which automates this process. Select a raw audio file, choose the bit rate and file name, then presto, SWF created. No need to save an intermediary FLA or fuddle with publish settings. The SWF file that’s been created is special in that it only contains a single Sound object with a class name that matches the file name. For instance, if the SWF file name is “gameplayMusic.swf” there would be a single AS3 Sound object with a class name “gameplayMusic” inside the SWF. We can then create a special loading utility for these types of sounds (see AS3 code below).

The only downside to this method is that you can no longer stream in the audio, which would save on up-front loading. Instead, the entire SWF needs to be preloaded before you can have access to the Sound object.

The Generate Audio Loop tool can be downloaded from the secret Tools section of our website.

Here is a sample utility for loading the Sound object.
[cc lang=”actionscript3″]package com.cloudkid.util
{
import flash.media.Sound;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;

/**
* Utilities for dealing with sounds
* @author Matt Moore
*/
public class SoundUtils
{
/**
* Load a sound for an external SWF
* @param The path to the SWF file to load
* @param The callback when the sound has been loaded
* @param The name of the sound class (defaults to filename without “.swf”)
*/
public static function loadExternalSound(url:String, callback:Function, className:String=null): void
{
if (className == null)
{
className = url.substring(
url.lastIndexOf(“/”),
url.lastIndexOf(“.”)
);
}
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(
Event.COMPLETE,
function(ev:Event): void
{
var s:Sound;
try
{
var clazz:Class = loader.contentLoaderInfo.applicationDomain.getDefinition(className) as Class;
s = new clazz;
}
catch(e:Error)
{
trace(“Error: class doesn’t exist ‘” + className + “‘ in ‘” + url + “‘”);
}
callback(s);
}
);
loader.load(new URLRequest(url));
}
}
}
[/cc]

And a sample implementation:
[cc lang=”actionscript3″]function onSoundLoaded(sound:Sound): void
{
if (sound == null)
{
trace(“Unable to load sound”);
return;
}
sound.play();
}
SoundUtils.loadExternalSound(“drive.swf”, onSoundLoaded);[/cc]

Freestyle Fizz Process

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!

PBS Kids Represent: TCA Press Tour

Last week, I had the amazing opportunity to travel to Pasadena, CA to be a part of PBS’s TCA Winter Press Tour.  It was a two day adventure that included interviews with press and bloggers, a Fizzy’s Lunch Lab behind-the-scenes interview with Angela Santomero for an upcoming PBS web-series , as well as a PBS Kids panel about new media, technology, and education.

While the event was a blast, the highlight was a casual dinner with Lisa Henson, her husband Dave Pressler, Angela Santomero, Shelley Pasnik, and PBS’s Lesli Rotenberg.  We talked about everything from children’s media to documentary films to the rapid evolution of technology.  It was so inspiring and fun to connect with everyone in such an informal setting.  It was especially cool to meet Dave Pressler who is currently producing his first show for Nickelodeon, Robot and Monster. He and I geeked out about William Joyce, Annoying Orange, and Saturday morning cartoons–A treat to say the least.

After the hoopla ended, I reflected on the experience and I was able to take away one main theme: it’s the people that matter.  Getting the chance to connect with everyone from PBS (and beyond) was such a treat.  We’re all in different stages in our career, but we were able to connect around creating meaningful and responsible stories for kids and families.  It was encouraging and inspiring.

-Dave