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Exploring an immersive, interactive virtual world can wow audiences like few other mediums can. And that’s no hyperbole. When crafted carefully, virtual reality can completely engage audiences and command their attention.
Virtual tours, narrative experiences and gamified interactions. VR content can bring your message alive and create a dazzling, memorable experience.
But they say too much of a good thing is bad, and anyone who’s experienced motion sickness in VR an attest to this. The key to creating comfortable and accessible VR is restraint. No big roller-coaster rides with us. Cupcake Friday specialise in comfortable and engaging experiences that anyone can enjoy, not just the thrill seekers.
There are numerous deployment options for your VR content. Cupcake Friday can advise you on the best approach and equipment required
Mobile VR is the most accessible of the VR platforms. It requires a powerful mobile phone and an unpowered headset like Google Daydream. There are no cables, so people can sit or stand. Mobile VR is quick to develop and offers a simpler visual experience. But from many first time users, this is a revelatory experience.
Room scale VR offers the highest possible realism by allowing users to walk around a small space and interact with the virtual world for total immersion. They are still connected to a nearby PC by a long cable. Unlike stationery VR, room-scale allows people to walk, jump, kneel and even crawl around the VR space!
Stationary "desktop" VR is when a person stays mostly in the same place, often seated, whilst being connected to a nearby computer via a cable. This offers superior graphical realism over mobile VR as a powerful PC is used to create the experience. Users can also lean in and tilt their heads to get closer to the virtual world. This is a big step up from mobile VR.
Add some extra magic to your mobile app by surprising your users with an unexpected jaunt into Augmented Reality
Augmented reality differs from virtual reality in that it does not use a VR headset. Instead 2D and 3D images are shown on a phone or tablet, usually overlaying real-time video or images taken from the device's front facing camera. The hugely popular Pokemon GO was example of this, but there are many non-gaming applications for this including promotions, education and eBooks.
We love to include AR components as part of an app to create surprising events for the user. Holding a phone over a printed brochure or book can bring 3D objects to life, trigger audio and voice overs. Pointing a tablet at an image or sign can overlay additional information for guidance or delight.
Adventure Time VR
Cupcake Friday was first conceived by its founders whilst working on a VR game for the Cartoon Network and the opposable group. Adventure Time is a top tier brand for the Cartoon Network and our game was the among the first VR product for them on Google Cardboard.
Cupcake Friday is now an independent studio and Adventure Time VR shows a good representation of the type of work and quality that’s at the heart of our new company.
Our Gaming Background:
How it Helps
Drawing users into and keeping them engaged was a core requirement of any game long before mainstream apps began adopting the same principles.
We’ve had a lot of practice onboarding new users whilst simultaneously teaching them the rules of the experience and keeping them entertained.
Today we use this same knowledge to create highly tuned engagement funnels that capture users and minimise dropouts. We further use detailed analytics to then refine the funnel to maximise completed users journeys. For us, it’s all in the game.
Once you have the users, how do you keep them? By being clear on the ideal session length of your experience and providing engagement activities that can be completed and reward within that time.
Then set up the next next session by providing reason for engagement and the possibility of ‘missing out’ if a session is skipped.
Games know how to become habit forming, how to create loyalty and a compulsion to engage. Cupcake Friday uses these same techniques to create apps, websites (and games) that keep their users coming back for more.
People love to share their experiences, but only if that experience is worth sharing. We design our products with mechanics that creates feelings of wonder, delight or achievement. We create unexpected events that warrant talking about.
We embed within our products the ability to easily share at the press of a button, to harness the impulse of a good feeling and share that moment.
Once the message has been sent, we use analytics to test its effectiveness at drawing in cohorts. Through live updates we can refine this message to maximise the capture of your users social media network.
Conversion will mean a lot of different things to campaigns. It can be a user following through on a call to action, or sharing their experience with their social media network. It can mean placing an order, or integrating an app into their life.
Wherever it means, getting there is a careful process that can benefit from micro adjustments to the user experience to help nudge them over the finish line.
At Cupcake Friday we carefully track areas where users ‘dropout’ of the experience and critically, their actions prior to conversion. Using this data we continually refine the landing zone to bring more users in.
The game features several mini-games, collection quests, sidekicks, an original story and 60 levels to play through. With an entire world to explore, via land, sea (lava!) and air, the game provided a rich land of exploration and adventure. It was developed over 6 months with a small team of 5 people and provided over 15 hours of gameplay!
Augmented reality is little under-used outside of gaming, but the creative possibilities are endless, and we really love the fun, discovery and excitement of bringing mundane items to life with the press of a button. Give us a call to find out more about the possibilities of AR for your business or campaign.
VR and AR are exciting new mediums that can really capture your audience’s attention like nothing else. However, with a limited user base, this cutting edge technology needs to be used in the right way to maximise its benefits.
At exhibitions, trade show, AGM or even at your offices, VR content can provide a captivating and immersive world in which to communicate your message. AR can be added as a feature to a new or existing app to create surprising experiences and anyone can enjoy on their mobile or tablet.
As we develop VR and AR content we can also provide non-3D versions for use online or via mobile. Allowing your to wow your audience with VR and AR in person, then let them continue their journey at home and at their leisure.
If you’re looking for a friendly, straight talking, jargon free conversation on whether VR content is right for your audience, give the Cupcakes a call.
Click below to see some of the projects we ‘ve worked on in the past
Developed exclusively for Microsoft Xbox, Kinect Star Wars is a Star Wars game like no other.
Mixing lightsaber battles, space flight and er...dancing? You've not lived until you've seen Darth Vader's disco boogie!
Whilst with Frontier, Sundae director, Anil led on the game's 2D components, developing the style and functionality whilst working closely with Microsoft and Lucasfilm's creative team to nail that iconic Star Wars style.
Kinectimals was a launch title for Microsoft's Kinect motion sensor. Its success led to a follow-up and numerous mobile versions.
One of the first in the 'animal caring' genre of casual games, Kinectimals was a hit on both consoles and mobile platforms.
Friday Sundae's Creative Director led frontier's UI team to develop a wide range of concepts, user interfaces and 2D mini-games for this multi-platform title.
Virtual reality table tennis, in a luxury penthouse apartment, with a crazy ping pong robot! Featuring realistic physics, high mobile performance and a cool art style.
Developed for Vodafone and Huawei for their MWC expo floor booth. Ping Pong VR used custom VR hardware by Huawei to deliver a cutting edge mobile VR experience.
The game was designed and directed by Sundae's Creative Director, Aneil whilst working with the opposable group.
Adventure Time VR was the first mobile VR game on Google Cardboard for the Cartoon Network.
It features several mini-games, collection quests, sidekicks, an original story and 60 levels to play through.
The game was designed and directed by Friday's Sundae's Creative Director for the Cartoon Network whilst with the opposable group.
Disneyland Adventures digitised and delivered the happiest place on earth, to living rooms across the world.
Developed in partnership with Disney, this hit game for Xbox is filled to the brim with mini-games, quests and collectables of all kinds.
The game was developed at frontier with Friday Sundae's Creative Director leading the in house UI team and directing the outsourced 2D art partners.
Coaster Crazy is a free-to-play coaster building game for iOS and Android. It challenges players to build the world's greatest roller-coasters.
The game was later reworked as a premium title with additional content.
Sundae's Creative Director, worked with frontier's UI team to develop and design the UI and UX for this unique title.
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All original material is copyright © 2017 Friday Sundae Studio Limited.
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Friday Sundae Studio
5 High Street
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