Archive: future

Designing Cold Sun

An exploration into a strange future; narrative, weather and consciousness.

Cold Sun is a dual-mode adventure game that is affected by real-time weather. In the game you flip between your Existence which is set in the future, and your Dream world which is a one-touch platform game where you must navigate a magnified environment—generated by the real weather data. Matt describes the state of this research project so far.

Some themes we explored for this stage one prototype included:

· Coils. Mortal coils, electric coils, etc.
· Circles as a general theme. Sun, timers, time running out, the globe.
· Colours and it’s variation in weather patterns.
· Dreaminess. Blurry. Disorientation, spirals.

After poring over images we pulled together using Pinterest (a really useful collaborative moodboarding tool we love to use) we started to generate some of our own visuals.

Spiral experimentations.

Wind denotations.

A cold sun.

We then started to explore how using these visual ideas could work as a title for the game.

A playful option for Cold Sun.

Cold Sun using ‘weather front’ sign.

We arrived at a really atmospheric graphic that we could use for a title screen, some Dream mode disorientating circular gameplay, and more.

Final Cold Sun title screen.

Dream mode gameplay.

Mudlark creates games, from small mobile and desktop games through to real-world experiences based on your heartbeat or games the size of London. Game design and playful thinking are central to Mudlark’s creative processes. Take a look a other games we have made.

Derby 2061

Today we’re ‘releasing’ a new ‘thing’. It’s an experiment…. a prototype… we’re not sure what it is yet…

Throughout the summer we’ve been playing with existing locative platforms. A lot of the time we get asked by clients to build them something using location, but a lot of the time it’s either just too damn expensive for the project, or would take away from the project by being tacked on to an otherwise nice tight package. Frustrated by the cost of new development, we decided to spend time messing around with what’s already out there. Even though we don’t like them so much, we started playing with QR codes to create contextual portals of interactivity, rather than strictly GPS-enabled gubbins. These were cheap, quick, easy like digital sketches. We tried out SCVNGR in a museum (in the V&A!).

Two of my favourite things are stories and time-travel. Everyone at Mudlark knows this. I like the layer that historical knowledge can apply to the everyday. It’s what Augmented Reality endeavours to do. Sometimes you don’t need apps, and sometimes you do. There are a few out there that have tackled history, so we thought we’d have a go at the future.

'Girl X' from Derby 2061
‘Girl X’ from Derby 2061

It started with Derby Train Station. I think we were just testing to see if Foursquare would let you make something up. It did. So we made an alternate version of the train station “location”. It was some time in the future, when a Monorail (the first sign of the future) arrives in town, and Toby started adding ‘tips’ about Memory Ports in the carriages (this set ended up setting the tone for the whole of the project).

On the next trip out of town, I checked into the future Derby Monorail Station on Foursquare instead of the present day version. The ‘Tip’, rather than a commercial for something around me, felt more like a story. It felt like a nugget of another layer. It made me want to find more. Add to that a healthy dose of Pat Cadigan and Philip K. Dick and the next thing you know there’s a spreadsheet and collaborative Google Map open and we’re barn-storming what Derby will be like in fifty years.

A bit of time and a fair bit of thinking later, and it’s ready to road test. Fifty locations scattered around Derby city-centre and Darley Abbey (where our studio is) exploring what the city might be like in fifty years’ time. There’s a story in it to find. In fact there are a few. There’s the story of new industry, of civilian life in a new culture changed by it, the story of buildings being repurposed, of politics, of clock-making and time. All told by a female guide from the future.

Luckily, Foursquare have just released ‘Lists’, providing us with an easy way to share the whole story with users. Click here for that. We’re also making a Wiki for all the bits of story we’ve invented, and hope to add more to it if people add nuggets of their own to the locations.

Greg’s still on the fence about this project. He keeps asking me what ‘it’ is. So, for Greg:

It’s an experiment to find out the following:

  • Can you tell a story on Foursquare?
  • Will users engage with it?
  • Will Foursquare and it’s user base let you mess with the program?
  • How does it square up as the surface layer of a deeper story (tested out on the Wiki but possibly transferable to long-form print)?
  • Is it just me being me, or can checking in to things that aren’t there feel like the future (or past)?

It’s right on time to be something for a load of southerners to play with when they come to Derbyshire this week to immerse themselves in old industry at our Laptops & Looms three-day event, where we visit the historical heart of the Industrial Revolution, sitting in silk mills pondering the future.