Inspiration Lab

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Shadow’s Edge

18 april 2018

A captivating 3D adventure game! Your words & art restore life to a mysterious, shattered city.         Shadow’s Edge is a captivating 3D adventure; the first narrative therapy game designed to help young people with health challenges, chronic conditions, medical needs, emotional health issues, depression and other illnesses to discover the depth of their resilience. A self-help tool for teens. Created by the non-profit team behind the journaling book Digging Deep (35,000 copies distributed to children’s hospitals, parents, professionals and children’s health organisations), the game guides players […]

Hoe maak je een wetenschappelijk correcte dino voor Virtual Reality!

28 juni 2016

Door Olof Moleman   Binnen het team van Little Chicken en &samhoud media team ben ik verantwoordelijk geweest voor het modelleren van de 20 verschillende prehistorische dieren voor de AH dino VR app. De meeste hiervan waren dinosaurussen, maar er zat ook een aantal andere prehistorische dieren bij uit de dino tijd. De bedoeling was om de beesten te maken volgens de huidige wetenschappelijke kennis die we hebben van dino’s. Maar hoe maak je een wetenschappelijke dinosaurus? Het beeld dat de wetenschap heeft van dinosauriërs verandert steeds als er weer […]

Code Quality Week part 7 of 8

31 mei 2016

This week we at Little Chicken are celebrating code quality. Resident Developer and Code Quality Guru Joris Van Leeuwen penned eight bytesized posts on this subject. Each day will see a new post on this subject. PART 7: Quality Code is Soft Code that has high quality means that it is soft; it’s easy to tweak because values are set outside of any algorithmic code. Let’s do a quick scan over the following example.     So we have an inventory that we can add items to. It can contain a limited amount […]

Unity game engine animation

29 september 2015

Written by: Joris van Laar – Animator   Most 3d animators tend to swear by their preferred tools of the trade. Be it 3ds Max, Maya or Blender, each package has its own group of dedicated followers. But when it comes to animating for games, an extra player is added to the mix: the game engine. Basic animation in an engine is not that different from a ‘traditional’ 3d package, but like any program, it has its own quirks. So I’ve tried to put together all the post-it notes that […]

Extended low res rendering

KLM Jets: Doubling viewing-distance without LOD-ing or performance-drop

29 september 2015

Endlessly generated levels  aren’t exactly a rare  science to build these days. However, having a vivid world, with tons of moving objects and complete custom chunk design that also has to run on low-end mobile devices, often proves more challenging than initially anticipated. In this post, one of our most experienced developers, Michiel Frankfort, explains how we tackled this for KLM Jets , Papercraft Air-O-Batics.   I think it’s pretty impressive: A brand new smartphone with Android 4.1 or higher, packing a dual-core chip with 512 of RAM… at only […]

Extracurricular : Michiel Frankfort

6 juli 2015

At Little Chicken we have a lot of talent. Usually, we only get to show this talent as part of our productions. But some ‘chickens’ release amazing tools, artwork and games in their spare time. We support and cherish these private projects of our employees, because this the same passion and talent that powers Little Chicken. In our Inspiration Lab we celebrate these endeavours and give these home-grown projects a spotlight. In this post, one of our most experienced developers, Michiel Frankfort, shares his adventuresin the Unity3d asset store.   […]

How a creative concept is born: Coach4life

2 juli 2015

Our process is based around iteration, which means that we test and validate designs as often as possible and adjust and change the design when necessary.   This also means that sometimes a designs get scrapped or significantly altered along the way.  This is part of our process, we are not building from architect’s plans, we are figuring out something new, something which usually hasn’t been done before.  But it is still fun to occasionally look back at a design process, and check out what happened along the way. Case in […]


30 juni 2015

Sometimes projects never leave the launchpad.  BAD  PETROL was one such project.  A post-apocalyptic motorcycle gang MMO, it sadly never got past the demonstration phase in 2007.  Nevertheless its concept and early 3D work is still worthwhile to share.  Spend a minute to contemplate what could have been. Vehicles Initially an artist would sit down and draw shapes and outlines for the subject. In this case silhouettes of bikes. These can then be judged on how  distinct, recognizable and functional they would be at a glance. This would lead into […]


Delegation in game code structures

18 juni 2015

Introduction We’re currently working on a game in a production team of 3 artists and 3 programmers. During the development of the game’s prototype we heavily used delegation in the main code structure, in the future we want to make a system like the one from P4rgaming, so that the players can get boosts services if they want to advance in the game faster. This resulted in such an easy to read codebase that we’ve decided to use delegation in our main code structure for production as well. I decided […]

Stepping up the game for brands in the mobile market

18 juni 2015

Games as a medium for advertising, social interaction, and branding have been around for over a decade now, yet they haven’t had much consistent impact so far.  I’d dare say they’re still considered a novelty or a nice cAampaign add-on by too many advertising professionals. However, the disruptive events in the online world over the last four years, have drastically altered the landscape. Suddenly (but not unexpectedly) gaming has exploded, and can no longer be seen as secondary field of interest by innovative advertisers and digital agencies. Consumers now spend […]

ArtBlast from the Past! #1

17 juni 2015

So 14 years is a long time, and a lot of concept art.  So here’s the first edition in a series of post showing artwork lost to the ages. Sometimes as part of released projects, sometimes saved from the cutting room floor and  at other times never seen by public eyes before. Blast #1 , production art from the past.      



17 juni 2015

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