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Making your everyday commute playable.

London's first Oyster card powered travel game. Every swipe earns you points, every station can be captured, and every journey takes on a new meaning in this revolutionary game. Developed by Mudlark with support from Channel 4 and Screen West Midlands.

Rising to our own challenge of making life playable, we designed and built Chromaroma from the ground up, using only the timestamped swipes in/out of London Underground stations by people playing in the real world. Since launching in the spring of 2010, Chromaroma has made the usual commute or arduous journey between tourist attractions into a journey of imagination and competition for thousands of people.

Chromaroma teaser video.

It’s a game that also supports the goals of Transport for London, rewarding players for travelling better by encouraging non-rush hour travel, getting off early and walking, or riding bikes instead of travelling on buses and trains.

As well as creating shareable ‘journeys’ from the data produced by ‘swiping’ an Oyster Card at a station, we also animate a player’s travel on an interactive 3D map, allowing them to rewind time and watch themselves moving around the city.

Team view visualisation

Team view visualisation

Players also create their own fun by finding/buying items to place around the network, sabotaging the leaderboard progressions of their opponents or giving teammates a helping hand.

It’s an expansive game built on simple but hitherto invisible data. It’s also an experience that build on the existing behaviours of people entering and leaving a tube station. No extra action is required in the real world in order to create a great experience online at the end of a long day’s journeying around one of the world’s greatest cities.

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