Last week we launched our new game, Crabby’s Reef, in time for World Ocean’s Day. Since then it has been played hundreds of times through our website, yet still no one has managed to beat my top score!
For an extra fun way to play the game, you can actually use bananas instead of your keyboard buttons. Yes, you read that right, you can play using bananas!
It is quite appropriate, as everyone knows Bananaman is the greatest superhero.
All you need is a Makey-Makey and some bananas* – hook everything up making sure you remember which banana controls what, and off you go.
Show us your attempts on Twitter and let us know if you get on the Leader’s Board!
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.
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.
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.
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!
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.
You might have noticed that we love virtual reality (VR for short). We also love football (you have to if you want to lead Scunthorpe United to the Champion’s League on Football Manager). As you’d expect then, we are very excited about the news that the BBC will be showing games from the 2018 World Cup in VR.
The easiest way to do this is using your smartphone and downloading the BBC’s App. You turn your phone into a VR headset using a Cardboard-style device. We have given away hundreds of these during events, including given one to every delegate at the 2017 Annual Meeting of the British Society for Geomorphology, so now is the time to dig it out.
Image by Natural Environment Research Council (NERC)
If you don’t have one you can pick them up for a few pound on line – just search Cardboard VR headset and shop around.
With the World Cup still a little while off, why not try some of the 360 videos on our YouTube channel, including our new tour of the Humber (remember to view via the YouTube App on smartphones and tablets!).
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
Last year we took our Flash Flood! game to the NERC Science Showcase, Into the blue. We had an amazing time, and you guys seem to as well as we were voted as one of the most popular exhibits. Read about what we got up to here, and also check out our article in NERC’s magazine Planet Earth.
We are very excited therefore to be returning for this year’s NERC science showcase, UnEarthed, held at the Dynamic Earth centre in Edinburgh. You can find more details on their website – tickets for the public days are free.
The stand this year, Keeping Back the Floods, is organised by the Energy and Environment Institute, University of Hull. It features two of our popular Virtual Reality games – Flash Flood! and TideBox (formerly Humber in a Box) – and will let you get hands on with the cutting-edge of flood risk science and the latest in gaming technology.
If you’ve been to an event and played one of our games, you will have most likely also seen the River-in-a-Box mini-flume. This is a big box of plastic sand, through which water flows, building miniature rivers.
Xuxu setting up River-in-a-Box for Hull’s Freedom Festival in 2015
I’ve been trying to recreate this in a computer model called Caesar-Lisflood – the model that is built into TideBox. Caesar-Lisflood not only simulates water flows, but is designed to simulate the movement of sediment (mud, rocks, stuff like that) to show how geomorphology processes – erosion and deposition – change the landscape. My latest attempt is below, and there are many, many problems with it.
Let me explain why this is an issue. Caesar-Lisflood was designed to simulate changes to large areas (eg, whole river basins) over a long time (more than 1000 years often). If it were an athlete, it would be Mo Farah – lean and quick, keeps a steady pace, and although capable of a sprint when required, it’s there for the long-haul. Trying to use it to simulate the River-in-a-Box is like trying to make Mo Farah compete in the 100 m sprint – he is not optimised to do this in way another athlete, say Usain Bolt, is.
The main problem we have is that this video shows nearly two weeks of processing on the computer. That is slow – slower than the time it is trying to simulate (a few hours’ worth of changes in the River-in-a-Box*). One of the purposes of computer models is that they are much quicker than real-life so the fact this is far slower means, scientifically, it isn’t much use.
There is also instability – you will see areas in the flow which look like a chequer’s board and this is too much water being moved downstream that the physics in the model then immediately moves it back upstream, and this continues, back and forth. It’s a bit like when you were a kid when you ran down a hill and went so fast your feet couldn’t keep up so you tumbled over – we can help the model to stop doing this by instructing it to slow down in certain areas, such as restricting the amount of water it can move from one place to another in one go.
As it is, this is a pretty (yes, it is pretty) rubbish piece of modelling (my fault, not the model’s), but there is potential here. We use flumes, which are like River-in-a-Box but bigger and more advanced, to better understand how landscape change. We use computer models in a similar way, and the physics we learn from the flumes helps us develop the models. The ability to simulate the flume environments in a computer model would be a useful one as we would learn more about how our experiments work, what their weaknesses are, and how we can make them better. This in turn will improve our ability to simulate the real world and, for example, forecast risks like flooding with better accuracy.
I hope to share more of this experiment with you as it develops. Thanks for reading.
*Actually, technically, it is still quicker than real-life. As Caesar-Lisflood is like Mo Farah, to help it out I made the course more like the 10,000 m. All dimensions and times in the model have been multiplied by 100, so for each centimetre in the River-in-a-Box the model is told it is a metre. Likewise, to simulate an hour the model is simulating 100 hours (the video shows more than 28 days of actual simulated time). The only thing not scaled in this way is the size of the sediment, which is kept at 0.0003 m.