Little Chicken is an Amsterdam (Holland) based game company, specialised in the development of digital entertainment. Our portfolio boasts recent mobile games like REKT, Runespell: Overture and Royal Dutch Airlines’ Aviation Empire Platinum, and PC games like the upcoming RTS Cannaboss.
We also have a sizeable footprint in VR and AR, with the Albert Heijn ‘Dino’s’ application as standout example.
Power of Play
Little Chicken is always looking for interesting entertainment properties to develop, both as standalone production house, or in partnerships, guiding you from inception and strategy to deployment and beyond. Next to that, we work on our own IP, combining passion, inspiration, and craftsmanship to have users experience the power of play in the best possible manner.
OUR MISSION IS TO CREATE AUTHENTIC, FUN, AND IMPACTFUL GAMES THAT ENRAPTURE THE PLAYER.
Our design process
Little Chicken believes that all co-creation starts with shared knowledge. A two-way street where both client and development team share experience and insights to find the game concept that is fun and in line with the desired goal. We do this in a effective one day workshop.
Articulating the question
Together we participate in the process of establishing an initial strategy and vision for the end product. The goal is to create one or more testable concepts, based on a clear strategy for achieving the set goals.
Creating a demo
In this stage we create one or more demo products, paper prototypes or simple digital prototypes that can be presented to a select test audience. By monitoring the players, we gather feedback and gain insight into the potential of the initial concepts.
Developing a Roadmap
Once the best demo has been chosen, a technical prototype stage is initiated. The goal for the development team is to research the core mechanics, game flow, art style and technical bottlenecks. The end result is a clear and researched roadmap for final development and deployment.
Production is based on an Agile/Scrum approach and is divided into two-week sprints. Every two weeks, all stakeholders, the product owner, and the development team join in a demo session to evaluate a vertical slice of the game. Based on this evaluation we add new features to the backlog or optimize existing features. Along the way we change the design iteratively, instead of making a fixed design at the start of the process based on what could later turn out to be false assumptions.
The total means for production are fixed, but our process and the outcome are flexible.
Deploying the product
It’s one thing to make a good game, but getting it to the players is something completely different. Together with you we find the best distribution platforms to reach the target audience. This is also the phase where, if desired, the game is translated into other languages. We can also provide you with inspiration, input and assets to support your PR and marketing campaign.
Servicing the product
Releasing a game for a target audience is no longer a matter of distributing and letting go. The most important learnings and insights only become available when the audience engages with the final product. Improving and shaping the end product to be as fun and effective as possible means supporting it after release. This is also the time to validate a game. This can be done with a small test group or through a full clinical trial. It all depends of the scope of the game.