Mudlark is among the 155 small and medium-sized enterprises (SMEs) selected from 2,662 proposals from 21 countries. We have won funding to do a business feasibility study for the successor to our travel game Chromaroma, in a proposal entitled Off the Rails.
Chromaroma started as an experiment in ambient gaming – using Transport for London’s iconic Oyster smartcard system to return people’s travel data to them in the form of gameplays.
Since its 2010 launch, Chromaroma has had thousands of players, attracting global interest from transport systems and operators. Mudlark has consequently grown a unique expertise not only in data-driven game design but also in transport policy, behaviour change, sustainable travel and mobility technology.
We are now calling the Off the Rails product “Wend”, reflecting its multi-modal ambitions to give players back useful, playable information across all their transport modes as they wend their ways through the world. Unlike Chromaroma, it will not depend on a ticketing infrastructure, using mobile devices instead of smartcards.
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.
We then started to explore how using these visual ideas could work as a title for the game.
We arrived at a really atmospheric graphic that we could use for a title screen, some Dream mode disorientating circular gameplay, and more.
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.
INDEX: Award is a prestigious biennial design award, set up in 2005 by INDEX: Design To Improve Life to acknowledge and reward companies developing creative solutions to global and local challenges. Spread across five different categories - Body, Home, Work, Play, and Community – previous winners include groundbreaking social housing projects, One Laptop Per Child, an airbag for cyclists and the Tesla roadster.
Mudlark worked tirelessly with to design the three games - Worm Attack, 9 Minutes and Family Values - in a way which would have a genuinely positive effect in India and East Africa, especially amongst women and girls. We are particularly pleased our work, blending social impact content with compelling gameplay, has been recognised in the Play & Learning category.
Downloaded over 25,000 times to date, the Half The Sky Movement games were designed for target audiences on non-smart, low-end, widely-available mobile handsets and built in J2ME – a platform for older “feature phones”, still dominant in the developing world.
Winners of the INDEX: Awards will be announced on 29th August at the home of Hamlet, Kronborg Castle, Helsingør (Elsinore), Denmark before a public exhibition opens across Copenhagen on the 30th August.
We will be sporting our black ties and crossed fingers.
May has been a fun month. We”ve been into a two-way mirror room testing the CBeebies project, published the Perceptive Radio (our BBC R&D project) and work has continued apace on and several other – as yet untitled – projects. I also left the country for a week, enjoying a wonderful Saga of my own up in Iceland.
“As a user, I would like to click on some URLs with interesting content behind them.”
Quantum Break teaser trailer, Remedy Games for XBone.
In the future, . We”re not sure about Quantum Break, the flagship new XBox Tv/Game thingy. We”re curious though, don”t get us wrong.
- Our friend Zoewi has started a very good . It should work as a go-to-guide for all significant gaming and play-related events/conferences across the world. It”s really heart-warming just to see the breadth of stuff out there already.
- London is getting its own E3 fringe this year with EToo. Organised by Guardian games correspondent Keith Stuart and veteran game designer Georg Backer, EToo should help keep you from feeling lonely when everyone has sacked off to LA.
- Fascinating, long post on Polygon about , and using game design/play as a medium to explore many of the ideas around gender, roles and society.
- A good and interesting post by Tracie Lee twinning a couple of my favourite things: UX design and restaurants. I”ve briefly written in the past about what web design can learn about high-end restaurant experiences, but it”s good to see the other approach being taken too.
- Typically excellent article from Kill Screen discussing the , and talking to one of our favourites – Rex Crowle of MediaMolecule. The tactility of physical materials used in digital forms in something we are very interested in, and is informing a lot of thinking around .
- Pitchfork continue to spit-roast trends with both a parallax scroll and full-screen/full-attention experiences for the new Daft Punk album, Random Access Memories. Sidenote: RAM is a tiny bit shit, but James and Richard seem to like it.
- Matt Locke wrote up “After The Spike and After The Like” – his talk at Digital Shoreditch – and it”s as essential a piece on the new forms of attention and the behaviour of “audiences” as you”re likely to read for while. Particularly useful for storytellers.
- Entertaining three-way interview with Molly Soda on the new Tumblr persona brands and the performance of personality with a hefty dose of feminist reading.
I always find the introductory spiel to these Month Links posts to be the hardest bit, so I”m just going to leave it as introductory yadda yadda blah blah etc etc and just get on with the URLs that we”re all here for.
So let”s to start with my absolute favourite thing of April, and one of my favourite things so far this year: the News Machine, created by Fabrica for issue 86 of COLORS magazine.
News Machine, by Fabrica for COLORS #86.
- The News Machine is a Heath Robinson-esque communications machine that mangles, interprets and republishes tweets – mimicking the information/misinformation prevalent in the 24-hour churn of news and online speculation. It”s Chinese whispers in the Chinese room. Read Dan Hill”s good and typically long post about its genesis.
- More interpretations of “what the heck is going on?” come in the form of ambient beeps as Bitcoin transactions are made. Listen To BitCoin is going to be an incredible Merzbow piece when the crash comes.
We interrupt this blog post for a quick word from our sponsors (us).
Tickets for – our annual shindig about games, design, interaction and everything that comes from playing about — and flying off the virtual shelves.
Come along, it”d be absolutely lovely to see you.
- Jenny Odell documented the manufacturing origin of every single item she used/wore in one day. The banality of globalisation is mind-boggling, fascinating and – especially in the light of the horrific Bangladeshi clothes factory collapse – so cheap.
- GDC”s final ever game design challenge was based on “the last game that humanity will ever play“. A pretty bold and borderline-nauseating brief that would send many people under, but Jason Rohrer – creator of Sleep Is Death – designed a game made of titanium and not to be played for another 2,000 years. Then buried it. You should read a quick but .
- Russell wrote an excellent post – to join his tiny mountain of excellent posts – about what it actually means to work in the Government Digital Service (GDS). The story of GDS is hugely important, and based on a radical ambition to completely reshape how citizens access government services, how civil servants can communicate, and freeing people up to be better at what they do.
- At last week”s Do Lectures - an inspiration creative retreat in Wales that I”d love to attend one day – they set a new challenge. Instead of just hosting talks this year, they made attendees Do Something themselves, to make a quick start-up-able idea. John Willshire and chums created Doobox - “an outdoor adventure mission kit for kids aged 6 to 11 yrs” that”s delivered right to your door.