All About Cliche Game Studio

Cliche Studio

It’s all been done. Woo-hoo-hoo!

Everything is cliché. There is nothing new under the sun. There is nothing you can know that isn’t known.

But does that matter? Here at Cliché Studio, we don’t think it does. What matters to us are not just the stories that are told through our games, but how those stories are told. What matters to us is not simply the ideas a game has, but how those ideas are executed.

Like many people out there, we are in love with games. Unlike so many of those same people, we are doing something about it. We are making all of those impossible ideas a reality and making them fun to play while we are at it, one small step at a time.

So again, who cares if it’s all been done? What matters is that you do it.

Our Statement is Our Mission.

What do we mean by this? What statements will Cliché Studio make?

Our games are our statements. Games that do not merely mimic life, but games that seamlessly become a part of the lives of our players. Games that are fun to play and lead to stories that our players may never have experienced otherwise. Games that expand the worlds in which they are made, and give characters new ways to relate to each other and to the world in which they exist. Games that are more than entertainment, more than art, but games that help build communities and interact in ways they never expected to do so, and this is our mission.

James and Imani

I mean, how can you say no to that smile?

Cliche Studio was created as a gift. Really. Not kidding.

Imani Thomas asked James Kempf what he wanted for his birthday. James asked to design a game and for Imani to make it, and Imani said they would do it.

Then SIEGE came along with the promise of a chance to pitch to some financiers, and Imani and James decided to go for it. Unfortunately, the chance to pitch never materialized.

Undeterred, James and Imani have moved ahead anyway. They have created one game for Mercury Retrograde, are working on a second, and are on their way to having their first mobile game that takes advantage the phone as a unique platform, and they have plans for even more amazing things.

Oh, and James really likes the gift.

James Kempf, CEO of Cliché Studio, has made two games for Mercury Retrograde, learned from managing the comics at Criminal Records that John Stewart is the best Green Lantern, and once happily played a 12 foot dwarf in Rifts.

Imani Thomas

Imani Thomas; creator and destroyer of worlds the likes of which gods do not dream.

Imani Thomas is the developer for Cliché Studio. They have contributed to the design of two games for Mercury Retrograde’s Way of the Gods universe. They have a research interest in Game AI and are also interested in its potential application in game world-building tools.