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    Home»Movies»First Look at New Lady and the Tramp and Cruella Movies
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    First Look at New Lady and the Tramp and Cruella Movies

    LeikoBy LeikoAugust 28, 20195 Mins Read
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    During D23 Disney made some exciting announcements for Disney dog fans.  Here are some first looks of the New Lady and the Tramp Live-Action Remake Trailer, and the Cruella De Vil, 101 Dalmations Prequel’s released promo pics.

    Lady and the Tramp Live-Action

    Disney originally released Lady and the Tramp in 1955 and stole the hearts of people everywhere. Films still parody the iconic, romantic spaghetti sharing scene, today.  Similar to Aladdin which tells a tale of a street rat and princess who fall in love, Lady and the Tramp is a story about how opposites attract. Lady is a dog living a life of luxury whose world turns upside down as she walks alongside the Tramp, who is poor, but free.  Following the success of Live-Action remakes of other classic Disney films, Lady and the Tramp was in the queue to receive a modern make-over.

    Lady and the Tramp spaghetti scene from the 1955 animated version

    Should Disney Have Let Sleeping Dogs Lie?

    Upon first look at the trailer, here are our impressions.  The music, cinematography, directing, and writing have a very Disney-esque live-action feeling to it.  The trailer is well lit with a classic sound. There setting is nostalgic. Tessa Thompson, the talent from Creed and Avengers lends her voice to the film. Her voice-acting has an elegance and class that is appropriate. It seems like a safe retelling of a classic tale.

    And then we see a close up of the Tramp.  He talks. His mouth moves. As an adult, I think of Uncanny Valley– a condition that occurs when movies or games attempt to traverse to realism. The unfortunate effect is often awkward or scary.  Cautiously, I look at my toddler for her reaction.

    Promo poster of iconic Lady and the Tramp spaghetti scene

    Toddler Reaction to Lady and the Tramp

    I look to my three-year-old for her reaction, because let’s be honest, there are remakes that were created for the nostalgia factor, and then there are cutesy animal movies created because kids love animals. Disney marketing knows kids will drag their parents to go see cute animals on film.  Sure, I could have a reaction to the Lady and the Tramp trailer. Yes, I could tell you my opinion. Seriously, though, who is actually going to decide if Disney is getting my money or Grandpa’s money? You aren’t wrong if you answered the kid.

    Her eyes follow the images on the screen. As the trailer progresses, she says,  “Ooo, so cute– a dog. Dog.  Dog.” She continues to point out each and every dog that is in the trailer. As the scene changed to a silhouette of the dogs sitting on a hill, overlooking the night sky, she whispers, “so beautiful.”  

    There you have it, Disney has done it again.  They created a successful trailer to a movie that will probably earn them a lot of money with very little effort. While the film may not be as much of a cash cow as Disney’s The Lion King, I don’t doubt it will be able to earn more than the original film.

    Glen Close as Cruella in 101 Dalmatians Live Action (1996)

    101 Dalmatians Prequel– Cruella

    Now, there is another live-action animal-related Disney film coming, but this one is not a remake.  The spotted black and white pups from the 101 Dalmatians series already have an animated film (1961). They also have a live-action movie (1996) featuring Glenn Close as Cruella de Vil, one of the most iconic villains of all time.  Following the footsteps of retellings of the tales from the villain’s point of view such as Maleficent (Sleeping Beauty) and Descendants (which is based on the villains’ children), Cruella (2021) will take a look at the classic evil-doers origin story.

    Emma Stone is unrecognizable as a punk rock Cruella deVil in the Promo Poster to Cruella prequel

    A Reimagining of Cruella de Vil

    During D23, Disney released a very different version of 101 Dalmations’ iconic villain. Cruella’s iconic look features an anorexically thin woman wearing expensive black and white furs, and with wild dual-toned black and white hair.  Oscar-winning Emma Stone’s new look for Cruella, based on the released photos, shows a punk rock woman who looks like she may shop in a high-end version of Hot Topic. She’s shown, holding a leash on three dalmatians in the fore-front, with a devil make care attitude.  The canine trio seems to allude to Cerberus, the three-headed canine guardian of hell. Stone’s smirk and raised chin seem to indicate a confident woman. Behind her are her henchmen, with their exaggerated menacing poses in the background. The image also features a run-down building and a vintage scooter. 

    Emma is a multi-talented Oscar winning triple threat who acted, sang, and danced in La La Land.  How will this translate to Cruella?

    Not Your Kids’ Animal Flick

    Rather than the Lady and the Tramp live-action remake that seems to be marketed and made for young children, the Cruella prequel seems to be aimed at a different crowd. The attitude and styling seem to be aimed at teens and young adults who may have grown up watching the movies and are now ready for an updated version.  I wouldn’t be surprised if the soundtrack featured Sex Pistols, Nirvana, or maybe some Ramnstein based on the look. Of course, Emma Stone also has an Oscar from being in musical, La La Land, so original songs sung by the multi-talented performer are not out of the question.

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    Leiko

    It's possible that Leiko is a masochist. She's an introvert who has a full-time job working with teachers and students on making video games, and robots out of Legos. She's a sloth who chose to have kids, and all the all-consuming aspects involved with that. If you see her in public, she's most likely caffeinated on milk tea and sea salt coffee (simultaneously) while Yelping, and taking photos. Her heroes include the Onion Knight from Game of Thrones who went from nothing to an educated man who stands up for the Shireens of the world, as well as for the proper usage of grammar. Long live the Oxford Comma.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. 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Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. 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Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. 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LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. 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