Learn from home – modelling sea level rise and flooding video

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.

Enjoy and stay safe!

Try Flash Flood! at home

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

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.

Chris Skinner

Earth Arcade @ Freedom Festival 2019

August 31st and September 1st, 11 am to 6 pm, Queen’s Gardens, Hull

We have some very exciting news! The Earth Arcade is coming to Hull’s Freedom Festival!

Freedom Festival is THE event in Hull. It all began in 2007 in celebration of the 200th anniversary of the abolition of the slave trade, an act passed after decades of work by Hull-born independent MP, William Wilberforce. Since 2007 it has grown massively, and in 2018 the festival had over 130,000 visitors.

“Excellent arts and culture can change lives and communities, by transmitting fundamental human values and inspiring all ages to embrace and celebrate freedom. We’ve seen it. It may be no surprise then that our ambition is founded on the legacy of Hull-born freedom advocate, William Wilberforce” – Freedom Festival website.

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Chris demoing Humber in a Box at Freedom Festival 2015

SeriousGeoGames has been involved in three previous Freedom Festivals, starting in 2015 when we demoed Humber in a Box, and including 2016 when the virtual reality version of Flash Flood! was demoed to the public for the first time. With the Earth Arcade, we have the perfect opportunity to take things to the next level, and the Earth Arcade at Freedom Festival really will be something special.

The name Earth Arcade is meant to loosely evoke a sense of Arcadia – a mythical utopia where human society and the natural world live together in harmony. This is the future we hope for, the future we are striving to build, and we hope to inspire others to come with us on that journey. To create our mini-Arcadia we have teamed up with colleagues from the University’s School of the Arts to design the exhibit.

We will be exploring the impacts of the world’s most pressing environmental issues through our activities Flash Flood! Vol.2, Plastic Fishing, Top Trumps: Rivers, and small games on our Ipad stations. You will be able to find out how climate change and sea level rise will impact our city, Hull, and the wider Humber through our new and improved Rising Tide game on our big screen.

The forest

Freedom Festival will also see the debut of an exciting new activity space. The Forest is something a bit different to the rest of the Earth Arcade, and sci-comm in general. It is a quieter, reflective, and mindful space where people can sit and think about nature, with a small library of stories and ideas and crafts and workshops to inspire people to engage with nature more. We will be using theatrical and scenographic techniques to help people engage, such as interactive soundscapes.

Finally, we will be offering advice on how people can respond to the environmental issues explored, offering them the chance to sign up to becoming an Earth Arcade Champion by committing to making small changes in their own lives.

It is going to be brilliant and we hope to see you there!

Eco-travel and Eco-Scenography for @PQ_2019 #PQ2019

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.

Amy’s first book – Meyerhold and the Cubists – was long-listed by the conference

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.

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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.

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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.

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Calculated travel costs for London to Prague according to ecopassenger.org

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.

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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?

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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?

Chris (@FloodSkinner)

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.

12 Days of Plastic-free Christmas – A Christmas Repeat

Would it even be Christmas if you weren’t subjected to endless repeats? Christmas repeats are good though – it doesn’t matter if you’ve seen it hundreds of times the sight of Del Boy and Rodney saving the day dressed as Batman and Robin is still funny 22 years on. That’s why we are bringing you a repeat of the 12 Days of Plastic-free Christmas.

The 12 Days of Plastic-free Christmas was produced by a partnership between Earth Arcade, #MyPlasticPledge, and the Energy and Environment Institute at the University of Hull, with special contributions from Kids Against Plastic and Kate Smith. Each day we looked at a small part of Christmas, highlighted some of the plastic related issues with it, and suggested a quick, easy, and cheap way to reduce that impact. You can see each post by clicking the links below.

Day One – Christmas Cards

Christmas cards, as suggested by their name, are usually made of card. However, they can contain plastic elements such as glitter.

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Day Two – Christmas Decorations

Most shop-bought house decorations are made of plastic. Check this post for some ideas of how to make your own, beautiful and plastic-free, alternatives.

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Day Three – Christmas Wreaths

A beautiful wreath can look stunning on your front door, set across a backdrop of snow and lights. How can you make sure yours is free of plastic?

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Day Four – Christmas Trees

Is a plastic tree worth it, even if you use for it a decade or more? Is pulling a tree out of the ground any better?

We also hear from Amy and Ella from Kids Against Plastic who show us how to make some gorgeous plastic-free decorations.

Plastic Free Christmas Decorations

Day Five – Mince Pies

We really hope there is no plastic inside any mince pie, but shop-bought ones come wrapped into plastic, foil and card. Kate shares her family recipe for making your own.

Hannah and Ellie from #MyPlasticPledge chat about the packaging around mince pies.

Day Six – Refillable Gifts

Stuck for a Secret Santa gift or a handy stocking filler and don’t want to waste cash on some pointless plastic trinket? Try one of these great refillable gifts.

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Day Seven – Wrapping Paper

There is a surprising amount of plastic in wrapping paper, from labels, ribbon and glitter, to plastic infused with the paper itself. How can you be sure it’s plastic-free? Try the scrunch test or make your own.

Lucie tells us all about the plastic in wrapping paper.

Day Eight – Reindeer Food

Making reindeer food is a fun activity to do with the kids and to inject some Christmas magic. However, most recipes will use glitter. We share our plastic-free recipe.

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Day Nine – Christmas Stockings

What can be better than a traditional stocking, filled with toys, sweets, and fruit, hanging over the open fire. A plastic-free one obviously, unless you’ve been naughty and it’s full of dirty coal.

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Day Ten – Christmas Crackers (Outsides)

Bang! Aren’t Christmas Crackers fun? But that shiny card contains plastic – how can you possibly make your own?

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Day Eleven – Christmas Crackers (Insides)

Jumping frogs, fake mustaches, tiny combs – just what is the use of the plastic objects you get inside the Crackers?

Day Twelve – Christmas Dinner

Finally, the big day, and the wonderful Christmas Dinner – Turkey, potatoes, pigs-in-blankets, sprouts, and piles and piles of plastic packaging and waste. make your own canvas bag and buy loose vegetables to keep your waste to a minimum.

So that was our 12 Days of Plastic-free Christmas. If you have tried one of tips, we would love to see your efforts – feel free to share them with us either here, on our Facebook, Instagram, or Twitter.

Thank you to all who helped and contributed – Katie Parsons, Kate Smith, Flo Halstead, Freija Mendrick, Phil Bell-Young, Chris Skinner, the Meek family, Lucie Parsons, Dan Parsons, Hannah Lightley, Ellie Bartle, and Kat Sanders.

We’re bringing Flash Flood! to the @NHM_London for #OperationEarth 29-31 May 2018

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.

We look forward to meeting you there!

Image Credit: NERC

#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!

Flood Defender – Developer Report

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.

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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.

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“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

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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