Sesame Street Art Maker
Android Only$3.99· User Rating
Sesame Street Art Maker is the kind of creative app I would reach for when a child wants to make something immediately, without first learning a complicated drawing program. Created by Sesame Workshop and placed in the art and design category, it brings familiar Sesame Friends into a simple digital art setting. My first impression is that its appeal comes less from technical depth and more from making the act of creating feel welcoming.
The app is aimed at Everyone, and that age rating matches its gentle, accessible presentation. It costs $3.99, so this is not a free experiment that can be installed without a second thought, but the one-time purchase can make sense for families looking for a focused creative activity rather than a general-purpose entertainment app. The central question is whether a child will enjoy guided character-based art more than the open-ended tools found in a standard drawing app.
After spending time with it, I see a clear strength: Sesame Street Art Maker lowers the barrier between “I want to draw” and actually making something. It feels designed for short, cheerful sessions, especially when a child already knows and likes the Sesame Street world. It is less convincing for older children who want detailed brushes, layers, advanced editing, or the freedom to build every element from scratch.
How the creative experience works in real use
The most useful way to understand this app is to treat it as a character-centered art activity, not as a miniature professional illustration suite. Sesame Friends provide the emotional starting point, while the child’s choices turn that starting point into a personal result. That distinction matters because it explains both the app’s accessibility and its limits.
In a typical family situation, I can imagine opening it during a quiet afternoon, choosing it for a child who has finished another activity, and letting them create a picture without needing constant instructions. A parent can sit nearby and ask the child to explain what they are making, rather than spending the whole session troubleshooting menus. That makes it useful for a short creative break, a rainy-day activity, or a simple way to keep a child occupied while traveling.
The strongest audience is preschool and early elementary children who enjoy recognizable characters and respond well to visual prompts. The app also suits adults who want to encourage creativity without handing over a full drawing application with confusing controls. For a child who feels intimidated by a blank canvas, a Sesame Street setting can provide a comfortable invitation to begin.
There is an important trade-off here. A familiar character can help a hesitant child start drawing, but it can also shape the kind of creativity the child practices. Someone who wants to invent completely original creatures, design detailed scenes, or experiment with sophisticated composition may outgrow the experience quickly. In that case, a conventional drawing app with a broader toolset would be the better choice.
Why the Sesame Street setting matters
The Sesame Workshop identity is not just decoration. Familiar characters can make the activity feel more personal to a young user, and recognition reduces the effort needed to understand the theme. Instead of asking a child to invent a subject before they know what to do, the app gives them a world they already understand and can play with visually.
I also think this makes the app easier for adults to introduce. Saying “let’s make something with your Sesame Friends” is more inviting than presenting an unfamiliar art tool and asking a child to explore it alone. That small difference can determine whether the app becomes a regular creative activity or is abandoned after the first opening.
At the same time, parents should set expectations correctly. This is not the right purchase for someone searching for a complete digital art curriculum. It is better viewed as a friendly creative playground. The value is in reducing friction, encouraging participation, and making a finished image feel achievable.
Connectivity during ordinary sessions
Connectivity is worth considering before installing any app used by children. The experience may involve moments where the device needs to communicate with online services, such as obtaining the app itself or handling parts of its content and operation. I would not promise a fully offline experience, because that depends on details that are not established here. My practical advice is to test it on the device and network where the child will actually use it.
This matters most in places where the connection is inconsistent. A child may begin an art session at home, move to a car or waiting room, and expect everything to behave exactly as it did a few minutes earlier. If a connection-sensitive moment appears, the interruption can feel bigger to a young user than it would to an adult. A quick test before a trip is therefore more useful than assuming every part of the app will behave identically without connectivity.
I would also avoid making the app the only planned activity for a journey. It works best as one option among several, particularly when the device may switch networks or lose service. That is not a criticism of the creative concept; it is simply a sensible way to manage any child-focused app whose behavior may change when network conditions change.
Using it on a phone or tablet
The app’s suitability depends heavily on the screen being used. A tablet is likely to feel more comfortable for children who are drawing with a finger because there is more room to see the artwork and make choices without tapping neighboring controls. A phone can still be convenient for a short session, but the smaller display may make the activity feel more cramped, especially when an adult is helping.
For mobile use, I recommend holding the device in a stable position and giving the child a clear area to work in. Young users often rest their hands on the screen, move the device, or switch attention between the artwork and the surrounding room. A larger screen and a protective case can make the session less stressful, even though those accessories are not part of the app itself.
There is also a social advantage to a larger display. On a tablet, a parent and child can look at the same picture together and talk about the choices being made. On a phone, the activity can become more solitary because only one person can comfortably see the screen. If the goal is shared creativity, the device context matters almost as much as the app.
What happens when a session is interrupted
Children do not always finish an artwork in one sitting. A snack, a change of location, a low battery, or a sudden loss of attention can end a session without warning. I would encourage parents to treat each artwork as a small activity rather than assuming the child will return to it later exactly where they stopped. The safer habit is to finish important work promptly and preserve it through whatever saving or sharing options the app presents on the device.
This is one of the less obvious trade-offs of mobile art. A child may feel that a picture is complete, while an adult may assume it is safely stored. Those are not always the same thing. Before letting a child spend a long time on a detailed creation, I would do a brief test: make a simple picture, leave the app, reopen it, and see how the experience behaves. That test can reveal more about a real household workflow than a store description can.
If the app stops responding or a network change affects a session, I would begin with simple recovery steps: wait briefly, return to the previous screen if possible, and reopen the app only after checking whether the artwork has been preserved. For a child, calm adult guidance is important. Framing the interruption as a technical pause rather than a lost masterpiece can prevent frustration, particularly during the first few uses.
The same principle applies when moving between devices. I would not assume that an artwork created on one device will automatically appear on another. Families sharing a phone and tablet should choose one primary device for the child’s projects unless they have personally tested the transfer or recovery process. This is a practical precaution, not a claim about a particular synchronization feature.
Making the app friendlier to limited data plans
Families who monitor mobile data should plan sessions thoughtfully. The most data-conscious approach is to install and prepare the app while connected to a trusted Wi-Fi network, then use it in a controlled setting before relying on it away from home. Because the exact network behavior can vary by app version and device, I would check the app’s behavior rather than assuming that every creative action is data-free.
It also helps to avoid treating a long journey as the first test. Use the app at home, observe whether any connection-related prompts appear, and make sure the child understands what to do if something interrupts the activity. This turns a possible travel problem into a small household check that can be handled without pressure.
Parents should also review the device’s normal controls for mobile data and background activity. Those settings belong to the operating system rather than the art app, but they are the most reliable way to manage unexpected network use. A child does not need to understand data settings; the adult can prepare the device and then keep the creative experience simple.
Privacy-minded families may appreciate the same cautious routine. Use the app on the child’s designated profile where possible, review any system prompts together, and avoid handing over an account with unrelated personal information. I am not suggesting that the app requests any particular permission or follows any particular policy; I am recommending a general device habit that is especially sensible for children’s apps.
Where it beats ordinary drawing alternatives
Compared with a blank-canvas drawing app, Sesame Street Art Maker has a more approachable starting point. A general drawing tool may offer more brushes and flexibility, but that abundance can create decision fatigue. A young child may spend more time choosing tools than making art. Here, the character-led setting gives the activity a clear emotional direction.
Compared with a coloring book on paper, the app is easier to carry and can make experimentation feel less permanent. A child can try an idea without using another sheet, and an adult can offer the device during a short waiting period. Paper still has advantages, though: it never needs a battery or network, and many children enjoy the texture and physical movement of crayons more than tapping glass.
Compared with a broad children’s entertainment app, this one has a narrower purpose. That is a benefit when you want an art-focused activity rather than a collection of unrelated distractions. It is a disadvantage if you expect reading, games, music, and drawing in one purchase. I would choose this app for a child who specifically enjoys making pictures, not simply for any child who likes Sesame Street.
Compared with professional art software, the difference is even clearer. Advanced applications are better for older users who need layers, precise control, detailed editing, or a serious illustration workflow. They can also be harder for a young child to navigate independently. Sesame Street Art Maker wins by being less demanding, not by matching those tools feature for feature.
Small workflow tips that improve the experience
My first practical tip is to begin with a short, shared session. Sit with the child for the first few minutes, demonstrate one action, and then let them take over. This avoids turning the app into a lesson while still preventing the common problem of a child opening it, seeing unfamiliar controls, and immediately asking for help.
My second tip is to give the child a simple prompt instead of a blank request. Ask them to make a picture for a family member, create a scene for a favorite Sesame Friend, or choose a mood and build around it. The prompt adds structure without taking away ownership, and it gives the finished artwork a purpose beyond filling time.
My third tip is to use the app as a conversation starter. Ask why a character is in a particular place, what might happen next, or which part the child made first. That turns a short digital activity into a shared storytelling moment. The app does not need to provide a formal educational lesson for a parent to add meaningful learning through conversation.
A fourth useful habit is to keep sessions short enough that the child ends while still enjoying the activity. Digital creativity can become tiring when a child is repeatedly correcting small choices or trying to finish a picture after interest has faded. Stopping at a satisfying point makes it more likely that the app will feel inviting the next time.
Who should choose it, and who should skip it
I would recommend it to families with young children who already respond positively to Sesame Street characters, want an uncomplicated art activity, and prefer a focused app over a large entertainment bundle. It is especially appealing when the adult wants to participate without needing to understand advanced drawing software.
I would be more cautious for families with a strict no-screen routine, limited mobile connectivity, or a strong preference for physical art materials. I would also skip it for an older child who is asking for serious drawing tools. Paying for a friendly interface is reasonable when that interface solves a real problem, but it is poor value when the child is already looking for control the app is not designed to provide.
The app’s current version is 1.6, and it was released on March 8, 2021. Those details place it in a mature mobile-app context rather than presenting it as a brand-new release. It has reached over 10K installs, with a 4.0 average from around 50 ratings and four written reviews. I read that reception as positive but limited: enough to show interest, not enough to treat the score as a complete picture of every family’s experience.
On supported devices, the minimum operating system is iOS 9 or later. Before buying, I would check the device’s system version and available space, then test the app in the place where it will normally be used. That is particularly important if the intended use is travel, where a network-dependent moment or a device limitation is harder to solve.
My final view is that Sesame Street Art Maker succeeds when its simplicity is the point. It gives young Sesame Street fans a recognizable doorway into making pictures, and it can turn a spare ten minutes into a shared creative moment. Its $3.99 price is easiest to justify for a child who will return to the characters and enjoy guided art more than open-ended drawing.
I would not buy it expecting a full art studio, guaranteed travel independence, or the depth of a professional illustration tool. I would buy it for a younger child who needs encouragement to begin, while keeping a paper activity or another offline option nearby. The best reason to choose this app is not technical power, but the way a familiar Sesame Street world makes creativity feel approachable.
For that audience, I think it is a warm and practical choice. For everyone else, the usual drawing alternatives may offer better long-term value. The decision comes down to whether the child is more likely to create when given unlimited tools, or when a friendly Sesame Friend is already there to help them take the first step.
Pros
- Simple drawing tools are easy for young children to understand.
- Familiar Sesame Street characters make creative activities more engaging.
- Works well for short
- independent play sessions.
- Colorful visuals provide a cheerful
- child-friendly interface.
- Encourages artistic experimentation without complicated menus.
Cons
- The activity selection may feel limited after repeated use.
- Some children may outgrow the app quickly.
- Requires a compatible device with enough storage space.
- Touch controls can be difficult for very young users.
- Parental supervision may still be needed during device use.
FAQ
What is Sesame Street Art Maker?
Sesame Street Art Maker is a creative drawing and activity app designed for young children and families. It lets children make digital artwork using familiar Sesame Street characters, colorful backgrounds, stickers, stamps, and simple drawing tools. The app is intended to encourage imagination and playful expression rather than provide a complex professional art program, making it suitable for preschool and early elementary users.
Is Sesame Street Art Maker suitable for young children?
Yes, the app is designed with children in mind and generally uses simple controls, bright visuals, and recognizable Sesame Street characters. Younger children may still need help navigating menus, choosing activities, or understanding the available tools. Parents should review the app’s age rating and device requirements before downloading, since suitability can vary depending on the child’s age, abilities, and the version available in their region.
Does Sesame Street Art Maker require an internet connection?
The main creative activities may work without a constant internet connection after the application has been installed, which is useful for travel or limited connectivity. However, some features could depend on the platform, app version, or downloaded content. An internet connection may also be needed for the initial download, updates, restoring purchases, or accessing external links, so parents should check the store listing for the latest details.
Are there advertisements or in-app purchases in Sesame Street Art Maker?
Parents should check the current Google Play or App Store listing before downloading because advertising, purchases, and account requirements can change between versions and regions. A children’s app may include optional paid content or links intended for adults, even when the core activities are free. To avoid unexpected charges, use parental controls, review purchase settings, and supervise the first use of the application.
Can children save or share artwork made in the app?
Sesame Street Art Maker may allow children to save their creations on the device or use the device’s sharing features, depending on the operating system and app version. Sharing can involve access to photos, files, or other applications, so adult supervision is recommended. Parents should also review privacy settings and avoid posting artwork that includes personal information, names, locations, or identifiable details about the child.

















