Resilience – Development of a Card Game

I’ve been working on a prototype card game for SeriousGeoGames for a while now. The game, with the working title Resilience, sees players take control of a city and its surrounding area with the aim of staying in that job until the end of the game. The catch is there is another player with their own city also trying to reach that goal. With the ability to make events happen in each other’s cities, you each pose a threat to the other’s political survival.

Although I toyed with the idea of having multiple stresses to deal with, the game just got too unwieldy, so the focused down on flooding as the main hazard. Players can build defences, enact resilience measures, or implement things purely as they are popular – if they want to be aggressive, they can send a storm towards a rival city. Through playing the game, players will learn about the complexity of flood defence from physical, societal, and political perspectives.

360 time lapse of players trying an early version of Resilience at the EGU 18 Games Night.

The game is designed to be a deck builder, so rather than each having the same deck of cards players can choose a pile from their collection allowing them to try different strategies. I’m designing the game to have enough layers – through use of cards, dice, and tokens – that there will be numerous styles of play possible. The main goal of the design is for the game to be fun, with plenty of replay value, yet the deck building aspect adds in a further dimension – collectability.

I still have piles of Pokemon and Star Wars cards from when I was a kid, even though I never played either as a game. When I get free packs of cards in gaming magazines for games I will never play, I keep them. Especially the ‘shinies’. There is something tactile and attractive about a well-designed, crisp, high quality card, and this is something I want to tap into with Resilience.

My rubbish PowerPoint mock up (left), and Kelly’s design to use on the back of the cards (right). A big improvement!

Enter Kelly Stanford, Sci Artist. I’d been looking for an artist for a few months and seen some nice work, but no one seemed quite right for the game. Then I came across Kelly’s work on her Twitter and was blown away. She is a specialist in making science-based art and has worked on numerous public engagement projects, working in a range of styles from sculpture, hyper-realistic, and cartoon. She’s also a gamer and after a coffee meeting at the Manchester Museum of Science and Industry it was clear she got what I trying to achieve.

I commissioned her at the beginning of the year to develop the designs, and Kelly has wasted no time producing great designs for the cards – nothing like my rubbish PowerPoint efforts! So far we have the awesome logo for the back of the cards, a card template, and some concepts for the card types.

My original card template (left), Kelly’s template design (middle), and Kelly’s concept sketches.

I’m hoping to try out the first full prototype combining game and art designs at the EGU Games Night on April 10th, and after that I’m still not sure where it will go. There are several options to look at for production and dissemination, such as getting funding for a limited run, crowdfunding, getting a commercial backer, or simply releasing the game in a PDF to print your own cards. The game is designed so that additional decks can be added to the initial deck to add further complexity and variety, and I plan on offering bespoke limited edition shiny cards for events and projects.

I’m really excited about this project. I think the game has the potential to not only be fun but really help with the communication of flood risk management and its complexities and challenges. There is nothing quite like a game for putting you in someone else’s shoes. Keep an eye on this blog and Kelly’s blog for further news about Resilience.

SeriousGeoGames’ 2018 Review

We have had a fantastic and extremely busy 2018. Definite highlights have been the redevelopment of Flash Flood!, exhibiting in the Natural History Museum, and obviously, launching the Earth Arcade. In fact we have been so busy, we’re going to show you our highlights month-by-month.

January

We had over 80 school pupils from Newland St John’s visit us and try Flash Flood! and River in a Box as they learnt about flooding.

February

Our founder and SeriousGeoGamer, Chris Skinner, was awarded a University of Hull Research Excellency Award for Outstanding Impact, Outreach or Engagement, for his work with SeriousGeoGames.

March

In March we took Flash Flood! along to demonstrate at the Flood and Coast conference. We were part of a stand promoting our new home, the Energy and Environment Institute at the University of Hull.

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The Energy and Environment Institute stand at Flood and Coast 2018.

April

2018 saw the first ever, unofficial, Games Day at the European Geoscience Union‘s General Assembly in Vienna, Austria. Chris Skinner convened a full science session sharing how researchers use games to research, teach, or share geosciences, and then in the evening over 200 scientists came together to play the games.

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Promotional image made for the EGU Games Day 2018.

Articles featuring Flash Flood! were published in Teaching Geography and Geographical Review magazines.

May

In May we started putting together the kit and branding for the Earth Arcade, and its fist outing was supporting a visit of a delegation from the New Partnership for Africa’s Development (NEPAD). We even featured on the front page of their newsletter.nepad.png

Chris Skinner demonstrating the Earth Arcade interactive touchtable.

The kit we put together includes five full VR stations and a large interactive touchscreen table.

Later in the month we spoke to over 500 members of the public at the Natural History Museum, as we were joined by colleagues from the University of Reading to demonstrate Flash Flood!. The event was part of the Museum’s half-term programme supporting NERC’s Operation Earth.

Demonstrating Flash Flood! at the Natural History Museum.

June

Chris Skinner shared Flash Flood! at the Natural History Museum with a Nature Live talk.

July

We were invited to participate in the Living with Water project’s Hulltimate Challenge event, and we took a copy of Flash Flood! down to Queen Victoria Square, central Hull, to support the press launch of the event. This was the first time we used the branded Earth Arcade kit in public.

August

We launched the Earth Arcade officially to colleagues within the University of Hull with an event held in the Map Library of the Cohen Building.

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Setting up the Earth Arcade branding for the first time in the Map Library.

September

In September things got really busy! We started by once again teaming up with BetaJester to redevelop Flash Flood! for our new Earth Arcade kit – Vol.2 features sound effects, voice overs, improved graphics, and greater realism.

As part of the British Science Festival, hosted at the University of Hull, we took three activities down to Humber Street for an evening science street party. We demoed Flash Flood!, Humber in a Box, and our touchscreen table.

Earth Arcade assets at the British Science Festival.

At the Hull Science Festival we officially launched the Earth Arcade to the public and exhibited a mini-festival within the festival itself. In our Earth Arcade we showed the Flash Flood! Vol.2 for the first time, Plastic Ocean Fishing, Flood City – Hull, Humber in a Box, and a collection of Top Trump card games.

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The first ever Earth Arcade at Hull Science Festival.

For the second time we were nominated for the HEY Digital Award for Best Use of Technology in Education, but lost out to the excellent Ron Dearing UTC.

We collaborated with colleagues across the University to use our games and research to help with teaching students, including assisting with modules in Drama, Digital Media, and Computer Science.

A delegation of flood risk practitioners from Sweden were visiting Hull to learn from the local City Council and the Living with Water project. We were invited to share Flash Flood! Vol.2 with them, and even got a tour of the Hull Tidal Barrier.

At the end of the month, Chris Skinner spoke to over 50 City of Culture volunteers about the University of Hull’s research into plastic pollution and the #MyPlasticPledge project as part of a masterclass for the launch of the Hull Refill scheme.

October

The big event of October was the Living with Water’s Hulltimate Challenge – a huge 10 km assault course around the centre of Hull. The Earth Arcade was a sponsor, we exhibited Flash Flood Vol.2 and Ocean Plastic Fishing, and large team from the Energy and Environment Institute successfully completed the course.

Team EEI and the Earth Arcade at the Hulltimate Challenge.

We were invited to bring the Earth Arcade to the Manchester Science Festival via a Platform for Investigation at the Manchester Museum of Science and Industry. This was our first ever plastic pollution focused event.

PI – The Problem with Plastics at Manchester Science Festival.

The University of Hull stand at Scarborough Science and Engineering Week won an award for Most Informative Exhibit, and we were pleased to be part of this stand with Flash Flood! Vol.2.

November

November saw Flash Flood! come home. The original Flash Flood! was produced for and funded by the NERC Flooding from Intense Rainfall (FFIR) research programme, and with the programme coming to a conclusion we were invited to provide a Games Room at the final showcase for the event at the Royal Society, London. We brought along the full set of Flash Flood Vol.2, Flood City – Hull, and were joined by games from University of Reading and Sam Illingworth of Manchester Metropolitan University.

Exhibits and the Earth Arcade at the NERC-FFIR Showcase.

The final public event of the year for us was using Flash Flood! Vol.2 to promote the Energy and Environment Institute at the Scarborough Business Day, where the keynote speaker was former Deputy Prime Minister, Lord John Prescott.

The EEI stand at Scarborough Business Day

December

We ended the year as we begun with a visit from pupils from local schools who used Flash Flood! Vol.2 as part of a workshop looking at flooding and geomorphology.

Finally, we were part of a team including #MyPlasticPledge and Kids Against Plastic looking at how we can all reduce the amount of plastic waste we produce at Christmas, with the 12 Days if Plastic-free Christmas.

2019

2019 promises to be an equally busy and exciting year and will see the development of new games, including  Inundation Street (an urban-based VR flood simulator), and Resilience (a collectible card game). It is also sad as we say farewell and good luck to SeriousGeoGame veteran, Chloe Morris, as she travels to Australia to start the next stage of her career – we will miss you Chloe!

Good bye Chloe… 🙁

Thank you everybody who has supported us in 2018, and a special thank you to all the volunteers who have helped us bring our games to the public – we really couldn’t do it without you.

#EGU18 Geoscience Games Night – List of Games

This year’s European Geoscience Union General Assembly will feature the first ever, and totally unofficial (at the moment), Geoscience Games Day. It has been organised by SeriousGeoGamer Chris Skinner, the creative Sam Illingworth, the inventive Rolf Hut, and the volcanic Jazmin Scarlett. All the details are in the image below.

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Games for Geoscience Oral Session

Games for Geoscience Poster Session

Geoscience Games Night

SeriousGeoGames will be supporting the Geoscience Games Night, both by providing the drinks (free beer!) and bringing along some of our games and will be debuting our prototype deck-builder card game, Flood: Attack & Defend. Below you will find a list of the games we know people are bringing, but do feel free to bring your own along too. Let us know if you’re bringing a game and we’ll add it to the list.

SeriousGeoGames – Flood: Attack & Defend (deck-builder card game)

SeriousGeoGames – Flash Flood! (short, game-like experience)

SeriousGeoGames – TideBox demo (short, game-like experience)

Sam Illingworth – Settlers of Catan: Global Warming (Board game, ~90 mins, 3-4 players)

Rolf Hut – Breath of the Wild (Zelda computer game for Nintendo Switch)

Jazmin Scarlett – Portal 1 & 2 (Physics-based videogames)

Elke Meyer – The Drift Game (Gamified visualisation)

Auguste Gires – 509 084 drops in 114 days (Interactive rain-based computer game)

Anthony Parsons – The Research Game (Competitive board game)

Jana Wendler and Emma Shuttleworth – Downpour (Interactive flood game)

David Crookall – Debriefing – (Post-game analysis)

Richard Essery – “Thinking Detectives: Climate Change in the Alps” (Game and discussion)0)

Massimiliano Zappo – Water Cycle Snakes and Ladders (Poster Game)

HEPEX Games –

Louise Arnal – “The Adventure Game: Pathways to running a flood forecast centre)

Louise Crochemore – “The Water Management Game: Test your ability to manage a water resevoir over a season”

M. H. Ramos – “The Flood Control Game: Do probabilistic forecasts lead to better decisions?”

We’re all very excited for this, and are looking forward to seeing you in Vienna on April 11th!