Do you have an idea for the next 'Deus Ex: Human Revolution', 'Pandemic' or 'Splice'? Get £10K To Make it Happen!

The Wellcome Trust and Develop Conference have a new scheme to develop game ideas inspired by biomedical science into mass market games!  If you are successful in applying you get £10K to develop the idea, mentoring during the process and take part in a live pitch at Develop to a panel of experts including publishers.  You've got until the 26th April to get your submissions in, so best to get moving now!

Develop in Brighton in partnership with the Wellcome Trust brings a Live Pitch event to this year’s conference. Apply for Development Funding and Pitch Your Game at the Develop in Brighton Conference 2013.

Do you have an idea for the next 'Deus Ex: Human Revolution', 'Pandemic' or 'Splice'?

Developers are invited to apply for the chance to receive up to £10,000 each to develop a high-impact pitch for their game to help secure a distribution platform and funding. The ideas for your game need to draw on or be inspired by contemporary or historical biological or medical science in an innovative and accessible way. The games can be developed for any mass-appeal genre, platform or business model. Those who are successful will go on to pitch their developed game ideas to a panel of publishers and funders at a live event at Develop in Brighton on Wednesday 10 July 2013. Panellists joining the Wellcome Trust include Sony XDev and crowd-funding platform Indiegogo. Participating developers will be invited to receive additional pitch training ahead of the live event.

More information and details of how to apply are here: http://bit.ly/Zqvzj1

Deus Ex: Human Revolution Upgrade Image

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:

Wellcome Trust ExPlay Game Jam Shortlist Announced!

On the 5th and 6th of October this year we held the Wellcome Trust ExPlay Game Jam (also see here). This event, over two locations, the Science Museum in London and the Pervasive Media Studio in Bristol, saw over 100 developers create 22 games around the theme of Deception. The theme was presented to the group by Professor Bruce Hood. The judging panel, Professor Hood, John Williams - Head of Neuroscience and Mental Health at the Wellcome Trust and Dan Effingham - Creative Director at Aardman Digital, reviewed the games, and eight out of 22 were then shortlisted to be shown at the ExPlay Festival on the 2nd November. Prize-winners will also be announced at the event for first and second place and a Wildcard place too. 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 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 shortlisted games (in no particular order) are:

Alien Laser Bunnies (Unity download) - video link A two-player game about hiding within the crowd. Players must figure out which of the identical bunnies is them, then collect objects and use their laser to kill the other player before they can do the same. The movement of the other bunnies is based on an algorithm that records the movements of the players and re-uses them for movement of AI controlled bunnies. The developers wrote of their game; “Winning at Alien Laser Bunnies requires people to exercise social mimicry. They must imitate the movements of previous players in order to best deceive their opponent. In this respect it provides a strong framework for various tactics of deception. Further, the game tends towards a state of homeostasis as the mimicry creates a feedback loop of behaviours.”

Qualit-eye Control (iPad) - video link 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.”

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."

HIVe (Java download) - video link 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.”

DupliCity (Unity download) - video link This action game sees the player running along trying to avoid objects, but with a twist, as the game itself sets out to confuse and deceive. The developer states: “You and your shadow run simultaneously in mirror worlds populated by obstacles. Why? To escape. Also because there's fireworks at the end! Through the use of asymmetry, transparency, repetition and subliminal signs, the game helps you overcome the obstacles but also misleads you. A briefly flashing arrow directing you; a sign on a truck; a crate that looks real but isn't - things that you notice and take for granted even if you aren't paying attention.”

Doors of Deception (Flash download) In this game we have to ask ourselves to question the truth of what the game is telling us. Can the game deceive us more that we can progress? The game is a five level puzzle game of truth, lies, deception, illusions and more. You can only progress if you figure out how to solve the puzzles in spite of the seemingly helpful narrator.

The Art of Deceit (Web-Comic) - video link A web-comic about deception, the developers write, “The Art of Deceit is an interactive science fiction comic for children that explores the role of falsehood and misinformation in the intelligence services. Set on a distant asteroid, the player takes on the role of a spy with a vital top secret mission... Success is dictated by the player’s ability to correctly spot and interpret optical illusions. As a whole the game highlights that visual perception cannot always be trusted. The components of an object can distort the perception of the complete object. Our mind is the final arbiter of truth.”

Blood Stream Bandits (Android download) - video link In this action game, we again return to the molecular level, “Working together with a neurobiologist, we came up with a game inspired by viruses that enter the bloodstream and deceive body defences by pretending to be harmless cells. In our game you control triangular shapes, which can be combined to form squares. There are two types of monsters, one eats triangles and the other eats squares, and each can be deceived by arranging your units in the corresponding opposite shape. The game requires reflexes and quick thinking to arrange your units to deceive as many enemy cells as you can.”

Remember, each of these games had a maximum of 24 hours of development and given many teams elected to catch a few hours sleep, most of them had less. So a huge well done to all the teams who competed, not just those shortlisted; the judges had a tough time with their selections!

Wellcome Trust ExPlay Games Jam a Huge Success!

The Wellcome Trust ExPlay game jam has happened and was, by all accounts, a huge success.  We're still collating the games produced but over the 24 hours of the 2 sites the event ran at over 20 games have been produced - and the quality is very high!  It was expertly opened by Professor Bruce Hood - who gave the theme - Deception. Here's a few images from the Bristol end of the event: Prof Bruce Hood @ Wellcome Explay Game Jam 2012 Wellcome Explay Game Jam 2012 Prof Bruce Hood @ Wellcome Explay Game Jam 2012

It also got a good preview on RockPaperShotgun:

My home represents the ideal. I am a gamer, my wife is a scientist. And combined, our interests make us THE GREATEST COUPLE ON EARTH. (Except she hates games.) Presumably modelled on our union is this weekend’s game jam from the Wellcome Trust – a science-themed event called ExPlay 2012. (The same Wellcome Trust who are supporting this year’s Make Something Unreal, as it happens.) Taking place tomorrow and Saturday in Bristol and London, it aims to combine the hardcore explorative processes of game making with the mysterious magicks of science.

PS. There is a video of one of the games online. More to follow!

Professor Bruce Hood to open the 2012 Games Jam

The Game Jam is now sold out, which is great news, but even better is that we've got Professor Bruce Hood to open the 2012 Games Jam and announce the theme!

We are extremely pleased to announce that Professor Bruce Hood, who holds the chair of Developmental Psychology in Society in the School of Experimental Psychology at the University of Bristol, will be opening the game jam and revealing the theme for the following 24 hours of frenetic game development.

Professor Hood is known to millions of people from his numerous books, articles and TV appearances including the 2011 Royal Institution Christmas Lectures broadcast on the BBC, continuing the venerable tradition started by Michael Faraday in 1825. His written works include two popular science books “SuperSense” (HarperOne, 2009) about the natural origins of supernatural beliefs and “The Self Illusion” (Constable & Robinson 2012) about the fallacy that we are coherent, integrated individuals but rather a constructed narrative largely influenced by those around us.

Professor Hood said, "I'm really excited to be unveiling the theme for the 2012 Welcome Trust Game Jam - science opens so many potential doors of inspiration for developers, I will be fascinated to see how it inspires new games from this event."

You can find out much more at Bruce's blog.

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.”

Tomas Talks Strategy to PCgamesN

Auroch Digital's Tomas Rawlings talks about the strategy of how games are being put to good use helping science and knowledge:

PCGN: Why has the Wellcome Trust taken an interest in games?

Tom: The guy who founded Wellcome, Henry Wellcome, was passionate that science was a part of human culture and that you didn't see a separation between the two. So part of Wellcome's mission, in addition to these big major challenges, is to engage with people so that they see science and culture together.

Games are a great method to talk about science because games by their nature are dynamic, they're interactive, and science is very hands on. So if you want to explain to somebody a complex system whereby as you change what's in the system the system changes as a result, games are a great way to do that because rather than just talking about it you can let the person experience it themselves.

I mean, ultimately, if you think about what a player does when they play a game they are using the scientific method, I mean they get dropped into a game on the first level, you don't know the rules of this new world, so what you have to do is trial and error to figure it out, and by trial and error you construct a set of rules in your head “If I touch this object I die, whereas if I jump over it I'm OK” and ultimately they are constructing a series of rules to help them navigate that world. And really, that's what science does. It's by trial and error, by experimentation we construct a series of rules that allow us to understand and engage with the natural world.

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!

The Culture of Games and Science

Tomas was interviewed by new PC games site PCgamesN recently about our work at the Wellcome Trust and how it fitted the organisations overall strategy:

What [The Wellcome Trust] want is, and it's back to that point about science and culture being together, they want to see content where the science sits naturally. Like, one example, Deus Ex: Human Revolution, it's not a Wellcome project but it's a great example of where cutting edge science has informed the content of a mainstream game, and I think it's a better game as a result or having that scientific credibility and yet at the same time the game play isn't compromised at all, it's a brilliant game.

It's not always about the money, although the funding is an important bit of what Wellcome does, it's also about the scientific expertise that are on offer, the ability of Wellcome to work with people to bring ways of operating that just wouldn't happen without their help.

They have this massive untapped resource of scientific minds to be used to inspire, if you're doing a game and it has some sort of DNA aspect and you though “Well I'd like to know a bit more about this”, we can put you in touch with a scientist. Wellcome also looks at games in regards to education, especially what they call 'Informal learning'. So Wellcome's interest in games is pretty wide reaching, which is why it's important to be strategic about it because there are lots of areas it can touch on.

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: