Winning Wellcome Trust ExPlay Game Jam Entries now Online to Enjoy!

A busy audience assembled at the ExPlay event in Bath on the 2nd of November to hear the winning games announced from the eight short-listed titles. After much anticipation Professor Bruce Hood awarded the winning teams their prizes: First Prize: HIVe (Java download, video)

In HIVe the deception moves to a molecular level, where one player is a HIV infected cell disguised as a normal cell, seeking to infect other cells. The second player is an antiretroviral seeking to find and destroy the infection. The developers write, “The objective of the HIV player is to infect as many cells as possible before being caught by the antiretroviral drug player. We felt that the lifecycle of a virus is a constant battle of deception with the body and our game tries to capture this whilst at heart still being a game and being fun. We felt using HIV as the virus was important for its relation to scientific research and global social issues.”

Second Prize: Qualit-eye Control (iPad, video)

Based around the structure of the human eye and using the inspiration of the Thatcher Illusion, where it becomes hard to detect changes in an upside-down face. In this puzzle game, the player must select if a given object is really the same as its mirrored counterpart. The developers wrote of their game; “Given the theme of deception in science, we began thinking about how the human eye is an astoundingly amazing tool – yet deceptive. The human brain has to process a lot of data continually, so will occasionally make assumptions and take shortcuts, meaning we occasionally interpret false images in line with our expectations… So we developed Qualiteye Control, a game that puts the player in the position of a miniature scientist acting as a controller between the eyeball and the brain of Prototype X1.”

Wildcard Prize: InCogNeto (Android download)

A two-player game in which each player must connect cogs to a top wheel and at each turn select it to mask their actions or advance their plans. The developer wrote of their game, “…inspired by the idea of subterfuge, how we deceive ourselves and create false realities when we don’t have all the information… Strategy and tactics play an important role as you read your opponent’s body language, listen for audible clues (i.e. the rack moving) and use spatial memory to spot changes in the playspace. While your body is performing quality control of a widgetoid factory – you must decide what widgetoids are correct, and which ones are being falsely interpreted and need to be rejected quickly.”

The judging was based around the balance of the gameplay and the science so the judges looked for great games that integrated the science into the gameplay.

The judging was based around the balance of the gameplay and the science so the judges, Professor Hood, Dr John Williams, Head of Neuroscience and Mental Health at the Wellcome Trust and Dan Efergan, Creative Director at Aardman Digital, looked for great games that integrated the science into the gameplay. The games needed to be fun to play; they were not looking to develop a ‘worthy’ game, it needed to be fun in its own right. The aim was to make the combination of the science and the gameplay engage the player; those that did scored well.

The games were created on the 5th and 6th of October during the Wellcome Trust ExPlay Game Jam. The event, held over two locations, the Science Museum in London and the Pervasive Media Studio in Bristol, saw over 100 developers create 22 entries around the theme of Deception. Where possible, the games from the event are available online at: explay.co.uk/gamesjam and are free to play.

Links to this story:

All About the XX Game Jam

We produced the first ever all-women game jam!  The XX Game Jam in was in London on the 26th and 27th October 2012. It was kindly been hosted by Mind Candy (the creators of Moshi Monsters) and has been supported by a number of organisations and people - UWE's Digital Cultures Research Centre, UKIE, Ada Lovelace Day, Connection Point Technology, PlayMob, London Games Festival as well as us at Auroch Digital.  The event has had some great coverage, including: Gaming Thinktank, GamesIndustry.biz, RantGaming & the BBC (also on video)

"Within eight days of the registration going live we had filled 40 spaces," said Debbie Rawlings, "We have a waiting list of about another 40 already so we could run another next week and I'm totally confident that would sell out too." ... The theme for games created at the XX Game Jam was clockwork, a nod to Ada Lovelace, the female mathematician credited with writing the world's first computer programs in the 1800s.

She worked with Charles Babbage, an inventor whose "difference engine", a complex calculation machine which he designed but never built, is now considered to be the earliest computer.

Debbie from Auroch was the prinicapl producer of the event while Tomas joined a great group of judges for the event: Jo Twist from UKIE, Suw Charman-Anderson from Ada Lovelace Day and Martha Henderson from Wellcome Trust.


Game Jams are a great way to get experience in making games, and taking part in them is one of our tips for getting into the industry.

If you want to know how to get a job in the games industry, check out our blog post ‘How to get a job in video games’ for tips and info on how our team members all ended up in games.

How We Evolve Fun

Tomas has a new article out on GamesIndustry.biz:

Inspired by Darwin, Tomas Rawlings asks whether incremental evolution of games will lead to a loss of innovation

Charles Darwin used to have a special route in his huge garden in Down House, Kent which he would methodically route around again and again. Walking helped him to think and he was thinking big; really big. He was pondering the diversity of life and trying to understand it. Why were there so many variations of animal such as the many types of finches? How could he account for the strange fossilised creatures he and others had been unearthing? It was a vexatious problem.

What he (and some of his peers) eventually developed was the then ground-breaking theory of evolution by natural selection. ... But what has this got to with video games? These ideas will become more and more key to what we do. Let me explain...

Puns and prototypes: behind-the-scenes at 'Gamify your PhD'

There is a post on the Wellcome Trust blog that has some thoughts on the Gamify Your PhD session, images and also - most importantly - links to all of the games!

“Addictive, challenging and educational,” that was the remit for the 6 teams taking part in this week’s‘Gamify you PhD’ event at the Wellcome Trust. The two-day hack event brought together PhD researchers and games developers from across the UK for what Wellcome Trust’s Daniel Glaser called an “innovative interaction”. The aim? To create new games that could explore and explain the latest developments in biomedicine, and more specifically the PhD research of the scientists taking part.

Tomas Rawlings, gaming consultant for the Wellcome Trust, explained the rationale behind the initiative, saying, “Science and games are a natural fit: both are about the participant seeking to understand the rules that govern the world they find themselves in and achieving this by experiments such as trial and error.”

Biology, Authenticity and Fiction

Over on the Wellcome Trust blog, Auroch Digital's Tomas wrote a guest post about how they had worked with medical history experts to upgrade the authenticity of a game:

Authenticity matters in media, and it matters in games too. Titles like Call of DutyMedal of Honorand many others employ military advisors to improve the authenticity, and hence the sense of realism, for the player. Any game, even one set within a fantasy world, can benefit from this, which is why it was key to us in the making of Call of Cthulhu: The Wasted Land. Although the game is partly based on works of horror and science fiction we wanted to make the World War I setting as authentic as possible.

The Wasted Land is a strategy RPG. You command a team of investigators to uncover a deadly inhuman conspiracy underlying the Great War, during which your units can and do get wounded. Of course, your team recovers from wounds faster than in reality, but we took pains to make the nature of the equipment and process used as authentic as possible. And because there was little out there to inform us, we’re grateful to a small grant from the Wellcome Trust, which allowed us to research thehistorical medical information we would use in the game.

This post was picked up by the front page of Wordpress.com and has become of the the Wellcome Trust's most popular posts as a result. There is a longer version of this article over at PocketTactics.

While on the subject of Call of Cthulhu and biology, Tomas didn't just stop there:

What Darwin did was to point out that death, both of the individual and the species was the normal part of nature. This was and still is a major change to how we see ourselves and the world around us. Because for our very brief life-spans things don’t seem to change that much, it can be hard to appreciate just how much change does occur on a wider time-scale. We still sort of don’t fully get it. We talk of environmental protection to ‘save the planet’ when the planet will be fine either way. It’s our (and other living species’) ability to live on the planet that is under threat from our polluting ways. Hence political philosophers like John Gray argue that we’ve not yet full grasped the meaning of Darwin’s work; that humans too will one day die out. Cthulhu gets it too, as he lies there dreaming of the end of the age of mankind and his return to the surface; “Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer.”

Sweet dreams, all!

Game Accessibility: Gaming For Everyone

There is a growing awareness that we need to make the games we create more accessible   As such a number of people have been pushing the issue:

With gaming becoming a more popular and pervasive form of entertainment, accessibility issues are starting to be recognised and tackled by the professional game development community. "There are four types of disability – visual, hearing, cognitive and motor," says Hamilton. "By knowing and thinking about these groups upfront, game designers can easily avoid the barriers that may have prevented gamers with disabilities being able to enjoy playing.

"Even a simple thing, like choosing blue instead of green for a team colour, as Treyarch recently did with their colour-blind friendly mode for Call of Duty: Black Ops, can make your game playable by significant swathes of the population that would otherwise have had great difficulty. The red/green colourblindness that Treyarch addressed affects 8% of males, meaning they were finally able to tell their team-mates from their enemies."

Hamilton reckons a big part of the challenge is helping developers to recognise that greater accessibility doesn't necessarily mean masses of extra development time or resources. "Fully functioning and accessible games being produced in the space of 48 hours is a really powerful demonstration that accessibility doesn't have to be expensive or difficult," he says. "Also, the results are often great examples of nice simple design principles that can be applied across the industry."

So at the Bristol event we were organising, we added a special prize for acessibility to spur the developers on; and there is more on the winner here.

There is now an online resource about this issue for developers to help them understand accessibility:

15-20% of gamers are disabled (PopCap). Other conditions that aren’t registered disabilities can also hit barriers. 15% of the adult population have a reading age of below 11 years old (NCES / BIS), 8% of males have red-green colour deficiency (AAO), and many people have temporary impairments such as a broken arm. Many more have situational impairments such as playing in a noisy room or in bright sunlight, and all players have different levels of ability – there’s no ‘typical gamer’.

This information is now collected at the resource: gameaccessibilityguidelines.com - we have used these documents for Gamify Your PhD and will be including the information therein for all the game jams we run from now on.

Store Wars: The Strategy of Digital Game Distribution

Tomas has written an article for GamesIndustry.biz on the strategy of the current crop of digital distribution stores:

The money is only part of the power of such stores. A strong store also gives its owner lots of options for wider strategic distribution - when your platform has lots of great stuff that people want, it makes it attractive so users will install your client and/or buy your devices. A powerful store also gives you control of a space from where you can lever its audience to do other profitable things. For example, a store owner can choose to (or be paid to) promote certain apps, services or products that suit it. Go to Amazon's webpage and you'll see the Kindle promoted, the retailer using its store front to heavily promote its own hardware. From a biz-dev point of view this sort of horizontal integration makes total sense as once Amazon locks people in to the Kindle, the chances are they'll then use the Kindle's inbuilt store link to buy ebooks so cementing the relationship between the store and customer.

He's also written a couple of other articles recently on developing and promoting mobile games and the designer of Dungeons & Dragons, Gary Gygax.

All About the 'Gamify Your PhD' Project

Gamify Your PhD was a project conceived and produced by Auroch Digital for the Wellcome Trust.  In this project the scientists will became the game designers.  To show scientists how one might gamify science we assembled the team of MobilePie, Wired and the Wellcome Trust to create this guide to designing games (complete with mini-games):

Wired wrote a great article about the project:

The Wellcome Trust has launched an initiative -- called Gamify Your PhD -- to bring together researchers with developers in order to create games that explore the latest developments in biomedicine.

Researchers are invited to send their ideas about how their PhD research could be illustrated through a game. In order to inspire them, Mobile Pie (with the advice of Wired.co.uk editor Nate Lanxon) has created an interactive embeddable guide to basic gaming mechanics, featuring 16-bit minigames. These include a Darwin-inspired survival-of-the-fittest pigeon game, a Mendel genetics puzzle game, a game based on Asch's work on conformity and a Newton-targeting apple physics game.

Meanwhile, teams of three or four game developers are invited to apply to join a game-hack in London in September in order to bring the researchers' ideas to life. Each team must have all the necessary skills to create a prototype game in two days -- design, code, art and audio -- plus their own equipment. The best team will receive funding to develop their idea into a releasable game.

Where they quoted Auroch Digital's Tomas Rawlings:

The initiative is the brainchild of Wellcome Trust's gaming consultant Tomas Rawlings, who said: "Science and games are a natural fit, both are about the participant seeking to understand the rules that govern the world they find themselves within and achieving this by experiments such as trial-and-error. Gamify your PhD is an exciting twist and evolution of these areas."

Here is the official press release:

The Wellcome Trust invites researchers to gamify their PhDs
11 July 2012: An innovative new way of communicating science research launches today with Gamify your PhD, a project from the Wellcome Trust which brings together researchers and games developers to create new games exploring and explaining the latest developments in biomedicine.The Trust is inviting researchers to share ideas for games based on their PhD work in biomedical science or the medical humanities, and small teams of games developers to turn these ideas into addictive, challenging and educational games.  Those selected will partner at a two day hack in which the games will be created.

The best of these will receive funding to develop into a releasable game.To help inspire ideas and give researchers a flavour of what's possible a web-app http://www.wellcome.ac.uk/gamify, developed by Mobile Pie, has been commissioned, offering an interactive and fully embeddable guide to the nuts and bolts of mechanics and motivation that lie behind successful game design.  The web-app also features sample 16bit mini games to illustrate the different elements of gaming, including a Darwin inspired survival of the fittest pigeon game, a Mendel genetics puzzle game, a game based on Asch's work on conformity, and a Newton-targeting apple game.Gamify your PhD is part of a wider commitment by the Wellcome Trust to using games and gaming culture as a means of engaging people with science.  A range of awards schemes is open to developers interested in creating innovative, entertaining and accessible games based around biomedicine and medical history.Daniel Glaser, Head of Special Projects at the Wellcome Trust said: "The engaged researcher has lots to learn from gaming and game design can benefit hugely from the latest scientific advances. That's why the Wellcome Trust is throwing its weight behind this innovative interaction.

Today's brightest researchers understand that science does not take place in a vacuum and the best research can engage with the most popular culture. I'm very curious to find out what these teams will come up with."Tomas Rawlings, the Wellcome Trust's gaming consultant said: "Science and games are a natural fit, both are about the participant seeking to understand the rules that govern the world they find themselves within and achieving this by experiments such as trial-and-error. Gamify your PhD is an exciting twist and evolution of these areas."The deadline for applications from researchers and developers is 12 August, and the games hack will take place between the 3-4 September 2012. The resulting games will be made available online.  All details about the scheme and the web-app guide to gaming can be found at www.wellcome.ac.uk/gamify

The project's twitter hashtag is #gamifyyourphd

So the event got lots of interest via twitter (you can see a sample here). Plus we've been getting some great press coverage pre-the actual jam of it including:

Science Games Jam Launches

Auroch Digital is really pleased to say that the Games Jam event between ExPlay Festival, the Wellcome Trust, the Science Museum and the Pervasive Media Studio is now open for participants! Hurry - tickets are running out...

Are you ready to push yourself to the limit, flex your brain, drop your pants and reach for the sky? The Extended Play game jam is where raw creativity reacts with extreme digital skills to explode and shower the public in face-melting interactive sickness.

The Wellcome Trust, Science Museum and Pervasive Media Studios wil be hosting the 2012 ExPlay Games Jam with 120 games enthusiasts all taking will take part in a hour games development frenzy in two locations to win a showcase at this year’s ExPlay Festival in Bath.

This October, budding games developers and designers from across the UK are invited to take part in a 24 hour Games Jam at either the Science Museum in London, and The Pervasive Media Studios in Bristol. Open to teams and individuals, the Games Jam will be led by expert bio-medical scientists from the Wellcome Trust, who will reveal a theme at the start of the 24 hour period during which participants will work round the clock to create a brand new, playable game.

Completed games will be judged by experts, and winners from each location will be able to showcase their games to the public at the ExPlay Games Festival in Bath in November 2012.

The Games Jam will take place on 5 and 6 October, with the theme, curated by The Wellcome Trust, announced on the morning evening of Friday 5 October and two locations linked by a live audio-visual feed. The Games are organised by ExPlay Festival, hosted by The Science Museum in London and The Pervasive Media Studios in Bristol and curated and funded by The Wellcome Trust.

Sign up here!

How Do You Make Science, Play?

We're going to be taking part in this event at the Develop Conference on 12th July. Why not sign-up and join in?:

Wellcome Trust Workshop: How Do You Make Science, Play?

Date: Thursday 12 July 2012, 14:00 – 16:00 at Develop, Brighton

From Deus Ex to Portal, science has inspired a vast array of successful games and sometimes in quite unexpected ways. This hands-on workshop explores how contemporary science can be mined for compelling ideas by games developers, going from concept to design. Whether as the inspiration for a game or for content supporting a bigger game, this workshop will see you collaborating with top scientists from across the country to develop novel ideas.

The session includes a presentation with Preloaded as they explain how a close collaboration between games makers and content specialists resulted in their latest game, Axon. There will also be a chance to find out how you can access the Wellcome Trust’s funding streams to develop science-inspired gaming ideas further.

Please note there is limited space available for this session. If you would like to attend, please email Develop@wellcome.ac.uk, with subject heading ‘WORKSHOP’.