Announcing Negative Nimbus!

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!

Daniel Tiger’s Neighborhood App

It’s a beautiful day in the CloudKid HQ Neighborhood! The Daniel Tiger’s Neighborhood App that we produced for PBS and the Fred Rogers Company was released last week, and it’s already having a ton of success! The app has spent nearly a week straight on the “new and noteworthy” section of the app store, and it is already the #2 education app. We were honored to work on this project, for which we ported three of Schell Games’ experiences from Daniel’s website. We also created an original sticker book experience for the app, and handled the design and animation for the main menu/wrapper experience. As big fans of the original Mr. Rogers’ Neighborhood, we were so excited to have a part in this next generation. Check out the app, and the new show, when you get a chance!

Remembering Jerry Nelson

Those of us at CloudKid HQ were extremely sad to hear of the passing of Jerry Nelson, the voice and original puppeteer of Sesame Street’s Count Von Count. We all grew up learning to count with the help of Jerry, and we were honored that he was able to provide the voice-over for the Count Me to Sheep game that we produced earlier this year. We know that Jerry’s legacy will live on for future generations, and we hope you all take a moment to think of your favorite Count memory today, in honor of Jerry.

Island Adventures

As we’ve mentioned in the past, we think it’s super important to get out of the office every now and then for a day of fresh air and fun. So, we packed our cooler (seriously, we filled every cubic inch with Capri Suns, water and snacks) and ferried over to George’s Island. On the island, we played a bunch of games (lawn jarts, ladder golf and Cards Against Humanity to name a few), jammed on ukeleles and explored the simultaneously creepy and awesome civil-war era Fort Warren. We also made as many references to Lost, the island, hatches, and the likes as we possibly could. Check out the photos from the outing here. We highly recommend a trip to George’s Island if you’re in the area!

BostonFest Recap

We’ve been super busy at CloudKid HQ since we last posted about prepping for BostonFest. Good news: the event was a huge success! It was really exciting to talk with tons of fellow Bostonians about CloudKid and to share a couple of our games (Snacker Stacker and Hectic Harvest) with new audiences.

We also shared an exclusive preview of our upcoming original iPad app, Negative Nimbus. We were so excited that the crowd loved the game’s trailer as well as the character and background designs. So many folks told us they couldn’t wait to play the app, and Nimbus buttons were the quickest CloudKid schwag items to go. We can’t wait to share more of this game in the upcoming weeks, including at our next local event: the Boston Festival of Indie Games. In the meantime, check out the photos from BostonFest in our Facebook Album.

CloudKid at BostonFest Tomorrow

It’s no secret that we think our hometown of Boston is wicked awesome. So we were excited when we heard about BostonFest, an event conceived to “celebrate living, working and playing in one of the world’s most amazing cities.” We jumped at the chance to be involved in tomorrow night’s event, where we’ll be hosting a gaming table with some of our projects (and a sneak peek of work to come). If you’re in the area and like Sam Adam’s beer, food truck noms, music, merriment and/or CloudKid, register here for free to join in on the fun! And make sure to stop by our booth to say hi, play games and get some cool CloudKid shwag (t-shirts, buttons, high fives, etc.).  See you there!

Aaron Stewart at CloudKid HQ

Last Friday, our friend Aaron Stewart took a field trip from Brooklyn up to Boston to hang out at CloudKid for the day. He gave a talk about his work, process, and artistic influences. Needless to say, we were all inspired. Aaron is a super awesome animation director and illustrator who has directed projects for companies such as Chipotle, VH1, MTV, Wendys, Orbitz, and more. Be sure to check out Aaron’s photo blog, Plaid Orangeswhen you get a sec. It’s brilliant.

Peep’s iOS Debut

We were super pumped when our friends at WGBH asked for help in bringing Peep and the Big Wide World to the iOS app market. Starting with existing ActionScript games from their website, we handled the process of porting six games into standalone apps. We really enjoyed working on this project since we love the brand, and it gave us an opportunity to grow our proficiency in converting Flash content to native iOS apps.

The six apps (Quack’s Apples, Trash Stash, Paint Splat, House Hunt, Sounds Like Fun and Hide and Peep) went live on the app store today. Check them out!

“Count Me to Sheep” Live!

Back in November, we excitedly announced that we’d be producing our first interactive game for Sesame Workshop. Now, we’re even more excited to announce that the game, “Count Me to Sheep,” is live on the Sesame Street website! We were so honored to work on this project with some of our favorite characters and had an amazing time producing the game. Hope you all check it out 1 or 2 or 3 times (“Ah ah ah ah!”). Enjoy!

Kickstarting Creativity

OK, we know at this point there have been millions of blog posts and articles about the awesomeness that is Kickstarter. Like many others, we’re continually inspired by the potential of the platform to allow a new means for great ideas to take shape. With this week’s success of Ouya, a new open source gaming console that broke Kickstarter records by raising over $2.5 million in its first day, we were reminded of the disruptive and exciting potential of putting the power of content and product creation into the hands of the masses.

As an artist-driven studio, it is easy to become frustrated from time to time by the hoops that require jumping through in order to get content distributed to consumers. The reality of the entertainment industry has long been that very few large, powerful conglomerates have held the keys to the kingdom of both financing and distribution. Because of such constraints as corporate identities, branding cohesiveness, and bottom line profit potential, there is only so much risk-taking that can happen with content backed and distributed by large companies. We’re not saying that great content doesn’t make its way out there under this system, or that grass-roots distribution with the advent of new technologies hasn’t made an impact of its own. The challenge of adequately funding cutting-edge content and products for wide-spread distribution, however, has long been plaguing small creative companies and individuals.

As the thriving open marketplace for mobile apps has proven, there is a massive desire for a lower barrier for entry that allows a number of smaller content creators to coexist with larger players.  As previous Kickstarter successes like Double Fine Adventure have proven, people are willing to pledge support to see creative content come into fruition. The true power of Kickstarter is that it enables smaller entities to fund projects, take big risks, and find an audience. Ultimately, it leads to quick execution and innovation. The added beauty of Ouya’s success on Kickstarter is that it showcases a desire for disruption not just from a funding perspective, but also for future disruption in open-sourcing content creation for console gaming. We’re excited to see what happens with this project moving forward, and, more importantly, how the norms of creation and distribution continue to morph and bend in ways that we hope will yield more creative freedom in this and other industries.