March 1st, 2012
In 2011 we reached the grand old age of ten. Pretty old, huh?
Over the years we’ve created a huge body of work and earned some rather prestigious awards. We’ve also been very lucky to work with some really amazing people along the way; writers, actors, developers, designers, illustrators, animators, producers, clients and commissioners.
And on turning ten, and being so very grown up, you want to change a few things, define your character, maybe jazz yourself up with a new outfit to express your newly matured persona.
Which brings us to where we’re at as we go into our twelfth year. We felt that it was time for a change, more than a surface re-design, but something substantial to reflect how we’ve evolved, to define who we are and where we’re going.
Let’s explain…
Why Story?
This is at the heart of everything we do, and is the common theme that runs through all our projects. We love to merge digital and traditional skills to create new ways of telling stories across platforms and genres.
We take immense care crafting our stories, (and so were pretty happy when The Curfew was nominated for best game writing by the Writers Guild).
Why Play?
Because we make games. We make games that have a theme and a purpose. We make games that use story and mechanics to create depth and connect emotionally with the audience.
We also make games with meaning, games that explore diverse and sometimes tricky issues, as in our largest projects where we’ve dealt with subjects such as crime, civil liberties, and global sweatshop economics.
We make games that explore what games can mean and what they can do, and can ultimately connect with people in a way that other mediums can’t.
Why Motion?
Animation, design and film are part of our DNA. It brings our projects and stories to life in beautiful 2D and 3D.
How’s that sound?
Not content with a makeover, we’re also expanding our global reach by exploring game and animation opportunities in South East Asia and Singapore, headed up by co-founder and MD David Jacklin (although through the wonders of Facetime and Skype it’s as though he’s still here). Simon Parkin has now stepped up as our Head of Games and is responsible for our gaming strategy. We also have a new Head of Business Development , Gavin White, who is responsible for driving new clients and areas of growth.
So that’s it. New logo, new site, new us.
Welcome to Littleloud 2012. We hope you like it.
We are a BAFTA winning creative studio originating meaningful games & experiences for broadcasters, brands & publishers.
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