Over the summer we have been working hard with our friends from Lancaster University and the Environment Agency on our latest 360 experience, Help Callum. We are very pleased to announce that it is ready for us to share it with the world but you will have to wait a little longer –
Help Callum will premiere on the SeriousGeoGames Lab’s YouTube channel on September 30th 2020 at 14:00 BST. To make sure you’re amongst the first to try it, head over to the channel now and set a reminder.
Help Callum puts you in the shoes of a child navigating their way through flood recovery. It isn’t easy for Callum after his family’s flat was flooded and they had to leave in a hurry. Living away from home, his school, and his friends, he was scared and lonely. Even after he could move back home, he still struggled to overcome these fears.
However, despite all of this, Callum became an agent for change. Helped by the team at Lancaster University, Callum was able to tell his story and campaign for things to be different, for children to be better supported when they are affected by flooding.
Our new experience tells this story using his words and through his eyes. We hope the experience will make you more aware of the issues families might face during times of crisis. Most of all, we hope it reminds you of the awesome resilience and capabilities young people have to make the world a better place.
As with all our 360 experiences, they are best viewed on a mobile device via the YouTube App. Help Callum is compatible with Google Cardboard and similar headsets for a more immersive experience.
This weekend is Freedom Festival. Last year we were having an amazing time running the largest ever Earth Arcade in a big tent in the centre of Hull, talking to hundreds, if not thousands, of people about the environment and the research of the Energy and Environment Institute. It seems such a long time ago now and it seems even longer before we’ll be able to run our Earth Arcade again.
We love Freedom Festival and have run our virtual reality activities during the Festival in 2015, 2016, 2017, and 2019. Honestly, it doesn’t feel right when we don’t get to play. This year’s Freedom Festival is fully online and even though we don’t have an Earth Arcade or are able to place headsets on people, we still have been involved in some of the activities for the Festival.
On Saturday 9th September, watch out for a cameo by Chris Skinner as a “real scientist”, as part of The Reset Lab’s Crazy Ideas programme, 3-5pm BST.
However, our main involvement has been behind the scenes of By Rising Tide of Humber. This brand new 360 video experience has been created by the University of Hull (led by Stewart Mottram) and BetaJester Ltd, funded by XR Stories. In the experience you meet poet Andrew Marvell in streets of 17th Century Hull, witnessing the flooding that he described within his works. The video can be viewed below and you can read more about the project here.
Unusually for us, we were not involved in the creation of the 360 experience itself, instead we used our expertise in using computer models to simulate flooding to recreate the descriptions within Andrew Marvell’s poetry. The flooding you see in the experience has been created using the outputs of our model.
To be able to do this, we needed to recreate 17th Century Hull to use in our model. The most difficult part was actually creating the land the city sits on, with our data coming from the present day and many changes having occurred in nearly 400 years, including building forward into the Estuary. Another issue was that although the data we used had been processed to show land surfaces only, the footprints of buildings and roads were still present and we needed to filter these out. Using this data along with historic maps of the city, we created contour lines for the 17th Century and produced our land surface from this.
The next step was to create the city itself. We added building, walls, roads, drains, and moats using a historical map that had been ‘georeferenced’ by research assistant, Helen Manning. She used identifiable features, such as road junctions and buildings that still exist, to stretch the image over a modern map. Working with Briony McDonagh, we used the map and historical records to add the heights and depths of these features to the land surface we had created.
Finally, we needed a flood. For this we used data for the 2013 storm surge taken from our Humber model. As sea levels were a little lower in the 17th Century we adjusted the water levels down slightly to account for this. We combined all the data together to produce the model in the video below. We then passed all this on to Betajester Ltd and they did their usual VR magic!
We have some exciting news! We have teamed up with the Environment Agency and sociologists at Lancaster University to create a brand new 360 experience. The new video will tell the story of Callum, a young boy whose house was flooded, using his own words, and seeing through his eyes.
Often the story of flood recovery is an untold one. Houses and streets underwater make good headlines but once the water has drained away, who is left to tell the story of those left behind to try and rebuild their lives? A recent survey of those impacted by flooding in Hull in 2007, conducted by the Energy and Environment Institute and commissioned by the Living with Water Partnership, highlighted the issues of flood recovery, finding that 90% of those affected suffered additional health and wellbeing impacts. A crucial way of improving this is to tell the stories of flood survivors.
Children and young people can be severely affected by flooding. They are seldom given the tools to know what to do in a flood or how to cope with being uprooted from their homes, schools, and friends for a long time. Researchers at Lancaster University developed creative workshops with flood-affected children to help them tell their stories.
One of those stories, Callum’s, is the basis of the new video. Working with developers Lampada Digital Solutions we will put you into Callum’s situation as he and his parents have to deal with flooding in their home. It will help you see the world through the eyes of a young person, helping you understand the unique difficulties children have to deal with, and help you sense the fears and loneliness they feel. Throughout the video we offer pauses for reflection and ask what would you do to help Callum in this situation.
The ability of 360 video to immerse you into a scene combined with a powerful true narrative we hope will spread Callum’s story far and wide – for example, our Inundation Street video has been viewed over 800,000 times in little over six months. We will also be using innovative technology to produce an interactive version to use with our Earth Arcade VR headsets.
Development of the Help Callum experience has started and is due to be completed in early September 2020. Keep an eye of the SeriousGeoGames and Lancaster Twitter accounts to keep up to date with the latest news.
We hope you are all keeping yourselves as safe as possible during the current period. We are very much missing being out and about and sharing our games and activities with everyone. To help share some of our work, Chris will be making short video tutorials and the first revisits the very beginnings of the SeriousGeoGames Lab and how we model the impacts sea level rise will have on flood risk.
The model used by Chris in the video is the Beta version of Humber in a Box (our first virtual reality activity) as used at Hull SciFest in 2014. The model code and data from this model were used by the developers to build into Unity-3D and add the beautiful, immersive, graphics. Sadly, Humber in a Box can no longer be used but you can get an idea of what it was like in the video below.
To go alongside the new tutorial, we are making the files for Humber in a Box Beta available so you can try it at home. It should run reasonably well on any modern PC. For a guide on how to get it running, skip to 10 minutes through the tutorial. Files can be downloaded from here.
Don’t forget to check out our previous post on how to use Flash Flood! from home too.
We find ourselves in difficult and testing times. We would love to be out there and sharing our games and virtual reality simulations with everyone but we at home doing the right thing. But, that doesn’t mean we cannot share some of games with you and we’ll be sharing these as we can.
Flash Flood! has been our flagship activity for many years and has seen several iterations. There are several ways you can enjoy it from home, the easiest being the 360 videos available on YouTube. These can be viewed on a Desktop, where you can navigate the direction of view using your mouse, but are best viewed on a Tablet or Phone (via the YouTube app NOT a browser) where you can change the direction of view by moving your device.
There are two versions. One with narration to guide you through –
And one with just sound effects intended for use in classes where someone will guide the group –
If you’re viewing on a phone and have a cardboard headset, click the google icon on the screen and place your phone into the headset for a VR-like experience.
Obviously, the best way to experience Flash Flood! is to play it. You can do this too by downloading the Desktop version. This was designed to work on a reasonably low spec of PC and can be operated with either an XBOX controller or just a keyboard and mouse.
Download the files from SourceForge here. If you have an XBOX controller choose FlashFloodDesktopInstall.exe and FlashFloodDesktopNoRadialsInstall.exe if you do not. Controls can be found in the Flash Flood Quick Start and Controls PDF document.
Whichever method you choose, the Living Manual (also in SourceForge) provides some background information, guidance for using it, and advice for using it in teaching. This document has not been updated for a while and we will be reviewing it in the next few days. We welcome submission of ideas of how to use these simulations to include in the Living Manual, if you’d like to contribute please contact us at seriousgeogames at hull dot ac dot uk.
We’d also love to hear your suggestions for content you’d like to see from us, feel free to ask and we’ll try our best. Keep yourselves safe and happy.
The Prague Quadrennial of Scenography and Design is a conference for theatre makers, unsurprisingly held in Prague every four years. Over 11 days, 15,000 people will attend the conference, making it a huge event. My wife, Amy, is a Lecturer in Theatre and Performance and was chairing a panel at the conference, so I decided to tag along – I did so four years ago and found it inspiring, check out my previous blog from then.
We have been conscious about our carbon budget so decided we would take the train instead of flying. Unfortunately, unless you pay out for an expensive sleeper train, the journey from Hull to Prague is a little too long to do in one day so we split our journey via Brussels. Our planned route was: Hull – London – Brussels – Frankfurt – Nurnberg – Cheb – Prague.
Our route plan for Hull to Prague
Day 1 went ok, but our first train on Day 2 inexplicably terminated at Koln. A guard suggested another route and marked our tickets as no longer having restrictions. Our new route involved a near seven hour train from Koln to Dresden, before a train on to Prague. We settled into our new train and enjoyed seeing a cross-section of Germany, including places like Dortmund and Hannover. All was fine until 40 minutes from Dresden when the train suddenly stopped outside Leipzig. We stayed, electric off, in silence for nearly an hour, missing our connection in Dresden, before limping back to Leipzig and being herded onto an overcrowded train to Dresden.
The view from the train, outside Leipzig
We arrived at Dresden to see the last train to Prague pull out of the station. The nice woman at Passenger Information pointed us towards the coaches and we ended up on a Flix Bus – the bus service for backpackers, we were the oldest ones on there. We arrived in Prague just after midnight. Thankfully, our return journey along the planned route but in reverse went without a hitch, with all six trains on perfect time – a surprise considering the atrocious weather across the UK at that time.
It was stressful and long, but watching the beautiful European countryside whizz by the window was nice, especially across the Czech Republic. The journey took a lot longer than flying and did cost more, so I appreciate that it is a privilege that we were able to travel this way. However, it does allow us to reduce the impact on the environment and society from our travel quite significantly – according to ecopassenger.org we reduced the CO2 we produced by nearly 348 kg, producing less than 24 % than if we flew.
The environmental concern did not end once in Prague – the city has excellent public transport and we travelled everywhere by trams and buying tickets via an App was super easy and convenient. Keep-cups and reusable water bottles are popular, and local shops have plastic bottle deposit schemes. We saw school students participating in the climate strikes, and public areas had information boards highlighting water issues in the country and worldwide.
Climate protests in Prague
Information boards in central Prague showcasing water’s importance to society
At the Prague Quadrennial, or PQ, countries (and regions, like Quebec) are invited to exhibit the best in their scenography and design over the past four years in about a 6m x 6m space. How they choose to do this is up to each country and there is a lot of variance and creativity on display. I was pleased to see several of the exhibits making use of VR but was a little disappointed that most did little more than show flat, low resolution, 360 videos on them – Ireland’s was notable as using high resolution, stereoscopic video, interlaced with graphics (including a creepy eyeball) to show the work of some of their best designers.
Several of the exhibits featured virtual reality, including some with modified headsets
Several of the exhibits chose environmental themes. I was taken by China’s exhibit as it revolved around a long distance train journey Chinese designers travelled to get to past PQ’s – in contrast to today, it was more expensive to fly so had to go by train.
China’s exhibit used lighting, projection, and mobile phones to showcase design inspired by a long distance train journey from China to Prague
Quebec explored whether reducing our use of resources was at odds with creative freedom, and asked whether the performing arts holds the key to renewed environmentalism. They showcased the best in eco-scenography and invited visitors to complete a questionnaire whilst powering a pedal-powered propeller.
Quebec’s exhibited highlighted their designs and use of eco-scenography
Switzerland used a ski-lift carriage and a canvas held on hydraulic rods to visualise snow depth data in three dimensions, responding dynamically as the data changed resolution on the screen – you had a different perspective whether you were on the ground or one the lift.
Switzerland’s ski-lift could visualise environmental data dynamically and in three dimensions
France was one of the winning exhibits and several I spoke to said that it had moved them to tears. On the outside, harsh lights displayed the warning “No Nature, No Future” and on the other side a smoke-filled room with haunting piano music was inhabited by shaking and shivering figures made of the waste of man-made materials. It was bleak and dystopian.
The conference itself engaged with environmentalism, with espresso-sized Keep Cups for sale, and an awesome scheme where if you bought a plastic bottle then Soda Stream, one of the sponsors, would refill it for free with fizzy, flavoured water – this was 200 czk (about £7) well spent, and I really want to buy a Soda Stream now!
The way the exhibits are put together is really inspiring and I have come away with lots of ideas which I will try and use in the Earth Arcade. Portugal’s exhibit, Windows, featured mirrored metal boxes with small holes to peer through – inside were lit up models of stage designs. I would love to use this to hide away scenes of possible futures based on climate scenarios – dare you look inside?
Portugal invited you to spy on miniature design scenes through small windows
Cyprus featured a board room table with a bubbling pool of water in the middle – what about hosting a dinner around this where the water rises and falls, occasionally floods, and dinner guests can choose to purchase food, wooden blocks to hold back water, or extra place mats to raise their dinner?
A board room with a risk of flooding, from Cyprus
In Hungary’s student exhibit you had to walk through hanging plastic sticks and as they cascaded against each other it sounded like rain – through the clear floor beneath your feet were examples of design, details you cannot see outside of the ‘storm’. This was so simple, yet so effective.
I was sad to leave Prague and PQ. It’s a shame it comes around only every four years and I’ll have to wait until 2023 to go again – maybe this artists’ conference wants a resident scientist?
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.
Here’s a some of my personal favourite artworks from 2018! 🎉 Thank you to everyone for the constant support + encouragement throughout the year and I hope you’ve enjoyed seeing my artworks as much as I’ve enjoyed making them! ❤️😊 #sciart#NewYearsEvepic.twitter.com/Bj1DmwjeKF
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.
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.
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.
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.
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.
The Energy and Environment Institute stand at Flood and Coast 2018.
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.
Promotional image made for the EGU Games Day 2018.
Articles featuring Flash Flood! were published in Teaching Geography and Geographical Review magazines.
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.
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.
Chris Skinner shared Flash Flood! at the Natural History Museum with a Nature Live talk.
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.
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.
Setting up the Earth Arcade branding for the first time in the Map Library.
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.
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.
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 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
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 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.
We are super-super-super excited to tell you we will be bringing our Flash Flood! VR game to the Natural History Museum in London. We will be joining a series of other exhibits as part of the Museum’s half-term Operation Earth showcase, and we will be there from the 29th of May until the 31st of May, 11am to 4pm each day. To find out more about this event, click here.
In the last couple of years we have been at the Science Showcases for the Natural Environment Research Council (NERC) – Into the Blue and Unearthed. This year, NERC are doing something a little different, working with museums and science centres to bring their Operation Earth family science show to people up and down the country. To learn more about Operation Earth and to find an event near you, click here.
We are also very excited that we’ll be joined by our friends from the University of Reading, and the NERC-funded Flooding from Intense Rainfall project (FFIR) – the project for which Flash Flood! was designed. At the event you can play Flash Flood! and meet the scientists whose research inspired it, both from Reading but also the Energy and Environment Institute (EEI) at the University of Hull.
A few weeks ago we heard from the SEED Masters students working on developing TideBox. This post hears from another group developing Flood Defender, a gamified version of a long-standing flood risk management practical used in the Geohazards module at the University of Hull. Flood Defender will merge our hydraulic model with the Unreal 3D gaming engine and allow people to test their own flood defence schemes – can they stop the Uncanny Valley city from flooding, and can they do it within budget? Let’s hear how they are getting on –
Flood Practical Gamification also known as Flood Defender is a flood simulation that takes place in the fictional Uncanny Valley city (but is based on the real city of Carlisle) which implements a simplified CAESAR-Lisflood model. The project presents many challenges and within this blog post we the developers of Flood Defender would like to talk about these challenges and experiences.
The first challenge as a team was to familiarise ourselves with Unreal Engine 4 (UE4) which is the chosen games engine the project had previously been developed on. None of us had any prior experience and this is a constant on-going learning experience for the team throughout the development.
Another challenge the team faced was to understand the existing project as we inherited it, making improvements to the existing implementation where necessary, and continuing the progress. This is made more complicated due to a lack of design and technical documentation being passed on from previous project.
Each member of the team had different primary responsibility which they spearheaded and collaborate with fellow members to accomplish; we have Adam that works on the UI (User Interface), Christopher whom works on the flood defences, and Alex who is working on the flood model. Despite these roles each of us worked closely together to ensure each member is moving forward and is remained informed on recent changes as part of our team development strategies.
“Working on the flood game has been an exciting new challenge for me. I was attracted to this project due the fact it was using the Unreal engine. It was a chance for me to learn a new engine and have the responsibilities of working in a team. My main responsibilities has been UI development and Zoning cost calculations. I’ve enjoyed my role in the project and look forward to future development on this.” – Adam Davies
“The only single word I could use to describe my time on this project would be ‘Experience’, working with unreal challenged me, as my previous experience was using libraries such as DirectX and openGL. Having the chance to work using a full environment game engine was exciting to say the least.
My main responsibilities on the project began as fixing issues which existed from the previous project. This mainly consisted of limited implemented features and completely broken implemented features, most of which were associated with reset functionality of the application.
Further into the project my role changed, I began implementing features relating to flood defences. To gain a good idea of the client’s needs, multiple methods which may be used were prototyped and demonstrated, and the preferred method is being further developed into a fully implemented feature.” – Christopher Atkinson
“My main responsibility is the CAESAR-Lisflood model and this is an extremely challenging endeavour for me as I have no experience in this field. It has however been extremely satisfying for me to research this topic, reviewing existing implementations and trying to adapt the model code correctly into the flood game” – Alex Dos Santos
We’ve been given the fortunate experience on working on such a great project and we’ve always focused on delivering the best we can to the development of the project. We have aimed from day one to leave the project in a much better state then when we initially received it and we feel as a team that we have and continue to do this. This experience has taught us, as developers, many valuable lessons that we will go on to take to our future careers.
Thank you for reading,
Adam Davies, Christopher Atkinson and Alex Dos Santos – Flood game developer team of 17-18