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	<title>Littleloud &#187; News</title>
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	<link>http://littleloud.com</link>
	<description>Story, Play, Motion</description>
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		<title>Goodnight and Good Luck</title>
		<link>http://littleloud.com/2013/07/goodnight-and-good-luck/</link>
		<comments>http://littleloud.com/2013/07/goodnight-and-good-luck/#comments</comments>
		<pubDate>Sun, 28 Jul 2013 21:59:25 +0000</pubDate>
		<dc:creator>Darren Garrett</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://littleloud.com/?p=2893</guid>
		<description><![CDATA[<p>All good things must come to an end, and after thirteen years as one of the UK&#8217;s MOST AMAZING creative game &#38; animation studios, we have decided to take our bow and say farewell. As anyone who&#8217;s done it can tell you, it&#8217;s hard work running a studio, and after a year of ups and downs it felt like the right time to let it go and explore other creative ventures.</p>
<p>Don&#8217;t be sad though. We&#8217;ve got a <a href="http://www.youtube.com/watch?v=hk7G_3bMoAc" target="_blank">soundtrack</a> to this post that may only make sense at the end of this tale.</p>
<p>We want to say... <a href="http://littleloud.com/2013/07/goodnight-and-good-luck/" class="read_more">read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>All good things must come to an end, and after thirteen years as one of the UK&#8217;s MOST AMAZING creative game &amp; animation studios, we have decided to take our bow and say farewell. As anyone who&#8217;s done it can tell you, it&#8217;s hard work running a studio, and after a year of ups and downs it felt like the right time to let it go and explore other creative ventures.</p>
<p>Don&#8217;t be sad though. We&#8217;ve got a <a href="http://www.youtube.com/watch?v=hk7G_3bMoAc" target="_blank">soundtrack</a> to this post that may only make sense at the end of this tale.</p>
<p>We want to say thank you to all the talented people that have made this company the success it has over the years; those that have been in for the long haul, those who were there at the start, those that became part of the extended family and those who contributed so much to make Littleloud the place it was.</p>
<p>You were all brilliant. Except you. Only kidding. You were wonderful too.</p>
<p>While we really don&#8217;t want to name names, as it&#8217;s a long list, a special shout goes to Head of Production, Anna Morris, who over this last year has done a stunning job of looking after all of us. Thanks dear.</p>
<p>We also want to say thank you to all the people we&#8217;ve worked with over the years, especially those that kept coming back to us with money to make different exciting things, those that took a chance on us and and our ideas, and those that enabled us to make some of our best work.</p>
<p>You also were brilliant.</p>
<p>However, we are still aiming to get our last game, Sticks and Stones, out in the next few months. Keep an eye on <a href="http://twitter.com/littleloud" target="_blank">@littleloud</a> or <a href="http://twitter.com/mrdarrengarrett" target="_blank">@mrdarrengarrett</a> for news, and you can still catch David, Simon and me on our Littleloud emails for the immediate future as we forge our way into a bright new shiny future.</p>
<p>Finally, we&#8217;d like to say good bye to our dear friend Nik Faulkner who died after a long illness in June. Nik was our Head of Animation, 3D, Video, &amp; whatever else the job required, and without him we would not have been able to realise some of our ridiculously over-ambitious ideas. He made the impossible possible.</p>
<p>His attitude, positivity and creativity brought an incalculable amount to the studio. Even when ill he still kept plugging away, unable to let his mind rest, making short films in the moments he felt up to it. And despite that illness, the quality of his &#8216;tinkering&#8217;  meant that Lightwave asked him to show his work as part of their main reel at <a href="http://s2013.siggraph.org" target="_blank">SIGGRAPH 2013</a>. You can see that work here…<a href="https://vimeo.com/nikfaulkner/videos" target="_blank">vimeo.com/nikfaulkner/videos</a>. We will greatly miss him, the creative bounce and banter, the grounding he brought with his &#8216;dreams &amp; reality&#8217; board, and let&#8217;s not forget the &#8216;nut&#8217; incident.</p>
<p>So why that tune? Well Nik chose that to make his last exit knowing that it would make us smirk when at our lowest point, and I thought I&#8217;d borrow his last idea to sign out on, in tribute to him and all the other people over the years that made Littleloud such a great place.</p>
<p>Adios Amigos.</p>
<p>OKLOVEYOUTHANKSBYE x</p>
<p>Darren Garrett, July 2013</p>
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		<title>Sweatshop HD no longer available in the App Store</title>
		<link>http://littleloud.com/2013/03/sweatshop-hd-no-longer-available-in-the-app-store/</link>
		<comments>http://littleloud.com/2013/03/sweatshop-hd-no-longer-available-in-the-app-store/#comments</comments>
		<pubDate>Fri, 22 Mar 2013 14:48:37 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[sweatshop]]></category>

		<guid isPermaLink="false">http://www.littleloud.com/?p=2322</guid>
		<description><![CDATA[<div id="article-body-blocks">
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<h4 itemprop="description" data-component="Article:standfirst_cta">A serious game about sweatshops&#8230; you won&#8217;t find it in the App Store.</h4>
<p>&#160;</p>
<p itemprop="description" data-component="Article:standfirst_cta">Apple doesn&#8217;t think tackling taboos can be the domain of video games. That&#8217;s the message its ban on Sweatshop sends out.</p>
</div>
<p>On 9 November, 1982, US surgeon general Dr Everett Koop gave a speech at the Western Psychiatric Institute and Clinic in Pittsburgh, in which he challenged America to confront the causes of domestic violence and child abuse. After the speech, he took a question from an audience member</p>... <a href="http://littleloud.com/2013/03/sweatshop-hd-no-longer-available-in-the-app-store/" class="read_more">read more</a></div>]]></description>
				<content:encoded><![CDATA[<div id="article-body-blocks">
<div id="main-article-info">
<h4 itemprop="description" data-component="Article:standfirst_cta">A serious game about sweatshops&#8230; you won&#8217;t find it in the App Store.</h4>
<p>&nbsp;</p>
<p itemprop="description" data-component="Article:standfirst_cta">Apple doesn&#8217;t think tackling taboos can be the domain of video games. That&#8217;s the message its ban on Sweatshop sends out.</p>
</div>
<p>On 9 November, 1982, US surgeon general Dr Everett Koop gave a speech at the Western Psychiatric Institute and Clinic in Pittsburgh, in which he challenged America to confront the causes of domestic violence and child abuse. After the speech, he took a question from an audience member asking whether he thought video games had a negative effect on young people. Yes, he replied. Teenagers were becoming addicted &#8220;body and soul&#8221; to video games, a form of entertainment in which &#8220;everything is &#8216;zap the enemy&#8217;, there&#8217;s nothing constructive&#8221;.</p>
<p>From that day video games – the youngest and therefore the most misunderstood and feared entertainment medium – have struggled to shrug off the perception that they are violent, often mindless, occasionally sexist and fundamentally unconstructive. The medium&#8217;s big-ticket blockbusters reinforce the viewpoint with their cacophonies of buckshot and Michael Bay-esque blooms of explosion. Video games may share DNA with chess, but their likeness is often that of adolescent power fantasy.</p>
<p>But look deeper, and this medium wields an unusual power. Literature and film are passive experiences whereas the screen game is interactive. A book or movie allows us to commune with another mind, but only in the role of an onlooker or eavesdropper. Video games, by contrast, allow us to inhabit another&#8217;s shoes and, moreover, to see whether we would make the same choices when faced with their particular set of problems and circumstances.</p>
<p>Sweatshop, a game I helped design for Littleloud, places players in an unusual pair of such shoes – those of a middle manager at a factory that supplies clothing to British high street retailers. Players must hire and fire the workers who stitch together baseball caps, trainers and sweatshirts. To maximise profits (and gain the highest score) the players have the option to hire cheaper child workers, speed up the belts to increase the work rate, neglect to hire fire officers and to generally cut corners. Video game players have been trained for efficiency and know how to work systems in order to maximise score – just like a sweatshop factory manager.</p>
<p>As play progresses, the game begins to reveal the effects of this way of working, of viewing workers as mere &#8220;units&#8221;. There is a human consequence to the player&#8217;s bowing to those economic pressures bearing down upon the factory manager. Whereas a film documentary might piece together the sweatshop story through footage and anecdote, the game allows players to experience the system from the inside with all its cat&#8217;s cradle of pressures and temptations. Where there is a danger with a documentary or article that it can be didactic, a game can present the system in a more objective manner thereby building a different sort of empathy and understanding.</p>
<p>Sweatshop was <a title="" href="http://www.playsweatshop.com/">released for free on the internet in 2011</a> generating widespread discussion both of the game and of the sweatshop problem in general. The game became the subject of an Massachusetts Institute of Technology paper on so-called &#8220;serious&#8221; games, while another group used it to educate clothing buyers for a British high-street retail chain.</p>
<p>Following its success, Littleloud created a version of the game for Apple&#8217;s iPad, launched onto the App Store at Christmas. But Apple removed Sweatshop from sale last month stating that it was uncomfortable selling a game based on the theme of running a sweatshop. The team behind the game amended the app to clarify that Sweatshop is an educational work of fiction created with the fact-checking input of charity <a title="" href="http://www.labourbehindthelabel.org/">Labour Behind the Label</a>, and to emphasise that the game doesn&#8217;t force players to play the game in one way or another, explaining that Sweatshop is a sympathetic examination of the pressures that all participants in the sweatshop system endure. Sadly, these clarifications and changes weren&#8217;t enough to see the game reinstated for sale.</p>
<p>Apple&#8217;s <a title="" href="http://www.cultofmac.com/58590/heres-the-full-text-of-apples-new-app-store-guidelines/">developer guidelines</a> are generally unclear on what style of content will be considered unsuitable. But they do have this to say: &#8220;We view apps different than books or songs, which we do not curate. If you want to criticize a religion, write a book. If you want to describe sex, write a book or a song, or create a medical app. It can get complicated, but we have decided to not allow certain kinds of content in the App Store.&#8221;</p>
<p>Apple is, of course, at liberty to curate the type of content is hosts for sale. But while literature, film and music are not subject to this sort of heavy-handed curation, the message is clear: certain topics are off-limits for games (although not, for example, killing and maiming other virtual characters as in so many games on App Store). Any game hoping to educate and illuminate a controversial issue could be considered taboo (something evidenced by Apple&#8217;s removal of <a title="" href="http://www.pocketgamer.co.uk/r/iPhone/Snuggle+Truck/news.asp?c=29463">trafficking satire SmuggleTruck</a> and <a title="" href="http://gamethenews.net/index.php/endgame-syria/">Endgame: Syria</a> in recent months).</p>
<p>Regardless of the broader concern over a handful of content holders having control over what social commentary and criticism is permissible, the deeper fallacy – that games cannot speak in this way – is the more tragic one. The need for the &#8220;serious game&#8221; label is infuriating. As if we would speak about films or novels in such patronising terms.</p>
<p>In his 1982 ode to game obsession, Invasion of the Space Invaders, Martin Amis questioned whether video games aren&#8217;t just improving their player&#8217;s geometrical and spatial awareness but rather providing a means to search for the meaning of life. Sweatshop is a game with more humble ambitions. It hopes only to help players search for an understanding of the world, and the consequences of their actions within it – a freedom no right-minded or clear-conscienced corporation would seek to suppress.</p>
<p>&nbsp;</p>
<p><em>This article was originally published by the Guardian and written by Head of Games, Simon Parkin. It can be found <a href="http://www.guardian.co.uk/commentisfree/2013/mar/22/sweatshop-game-apple-app-store?CMP=twt_guhttp://">here</a>.</em></p>
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		<title>Goodbye Littleloud, 2001-2011</title>
		<link>http://littleloud.com/2012/03/goodbye-littleloud-2001-2011/</link>
		<comments>http://littleloud.com/2012/03/goodbye-littleloud-2001-2011/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 17:27:43 +0000</pubDate>
		<dc:creator>Darren Garrett</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[about]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[darren garrett]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[digital production]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[interactive drama]]></category>
		<category><![CDATA[littleloud]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[news games]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[serious games]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.littleloud.com/?p=1371</guid>
		<description><![CDATA[<p>In 2011 we reached the grand old age of ten. Pretty old, huh?</p>
<p>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.</p>
<p>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... <a href="http://littleloud.com/2012/03/goodbye-littleloud-2001-2011/" class="read_more">read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>In 2011 we reached the grand old age of ten. Pretty old, huh?</p>
<p>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.</p>
<p>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.</p>
<p>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&#8217;ve evolved, to define who we are and where we&#8217;re going.</p>
<div>
<p>Let’s explain&#8230;</p>
<p>&nbsp;</p>
<p><strong>Why Story?</strong></p>
<p>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.</p>
<p>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).</p>
<p>&nbsp;</p>
<p><strong>Why Play?</strong></p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>&nbsp;</p>
<p><strong>Why Motion?</strong></p>
</div>
<p>Animation, design and film are part of our DNA. It brings our projects and stories to life in beautiful 2D and 3D.</p>
<p>&nbsp;</p>
<p>How’s that sound?</p>
<p>&nbsp;</p>
<div>
<p>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.</p>
<p>&nbsp;</p>
<p>So that’s it. New logo, new site, new us.</p>
<p>&nbsp;</p>
<p><strong>Welcome to Littleloud 2012. We hope you like it.</strong></p>
</div>
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		<title>I get so emotional, baby</title>
		<link>http://littleloud.com/2012/02/i-get-so-emotional-baby-2/</link>
		<comments>http://littleloud.com/2012/02/i-get-so-emotional-baby-2/#comments</comments>
		<pubDate>Wed, 29 Feb 2012 16:02:12 +0000</pubDate>
		<dc:creator>Kerry</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://www.littleloud.com/?p=1236</guid>
		<description><![CDATA[<p>Earlier this month, Simon and I spoke at <a title="Bit of Alright" href="http://bit-of-alright.com/" target="_blank">Bit of Alright</a>, a games design conference in London.</p>
<p>Our session was on emotion in games &#8211; and, more specifically, how games designers can bring the narrative and mechanics of games together to create emotionally resonant moments for the player.</p>
<p>Long story short, we&#8217;re interested in making the player feel like they&#8217;re there. We think that a good way of doing that is to make the player feel the same thing that their character is feeling, by ... <a href="http://littleloud.com/2012/02/i-get-so-emotional-baby-2/" class="read_more">read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Earlier this month, Simon and I spoke at <a title="Bit of Alright" href="http://bit-of-alright.com/" target="_blank">Bit of Alright</a>, a games design conference in London.</p>
<p>Our session was on emotion in games &#8211; and, more specifically, how games designers can bring the narrative and mechanics of games together to create emotionally resonant moments for the player.</p>
<p>Long story short, we&#8217;re interested in making the player feel like they&#8217;re there. We think that a good way of doing that is to make the player feel the same thing that their character is feeling, by playing with the mechanics of the game. If the protagonist is meant to feel shocked, shock the player as well &#8211; do something new with the mechanics. If the protagonist is meant to feel anxious, stress the player out by giving them a time limit.</p>
<p>We mentioned a few games that we think do this well &#8211; including Shadow of the Colossus, Final Fantasy VII and Braid &#8211; and spoke about our 2011 game <a title="Sweatshop" href="http://www.littleloud.com/work/sweatshop/">Sweatshop</a>, where we used a similar approach to create conflicting feelings of guilt and pride in the player.</p>
<p>Most of the sessions were recorded, so we&#8217;ll let you know when it&#8217;s online. Till then, there&#8217;s a write up of several of the sessions <a title="Rock Paper Shotgun" href="http://www.rockpapershotgun.com/2012/02/06/bit-of-alright-a-report/" target="_blank">here on Rock, Paper, Shotgun</a> (which includes <a title="A startlingly accurate drawing" href="http://www.rockpapershotgun.com/images/12/feb/BOA6.jpg" target="_blank">a startlingly accurate drawing</a> of us talking).</p>
<p>&nbsp;</p>
<p><em>Photo of Simon Parkin by Natalie Seery. More photos of Bit of Alright <a title="Bit of Alright" href="http://www.flickr.com/photos/bitofalright/" target="_blank">here</a>.</em></p>
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