Explay Game Jam 2012

This year’s ExPlay Game Jam was staged at the Science Museum in London and the Pervasive Media Studio in Bristol with over 100 games enthusiasts taking part in a 24 hour game development frenzy, for for a chance to win a showcase at this year’s ExPlay Festival in Bath.

In early October, budding game developers and designers from across the UK were invited to take part at either the Science Museum in London, or at the Pervasive Media Studio in Bristol. Open to teams and individuals, the game jam was led by expert bio-medical scientists from the Wellcome Trust and opened by Professor Bruce Hood, known to millions for his numerous books, articles and TV appearances, who revealed the theme of ‘Deception’ in his opening keynote.

Participants then worked round the clock to create playable games from scratch, that have all been judged by a panel of games industry and science experts, with nominees showcasing their games and winners being announced at the festival.

The game jam was organised by ExPlay, hosted by The Science Museum in London and The Pervasive Media Studios in Bristol and curated and funded by the Wellcome Trust.

Gamejam Games

Dr Shin OBE

2D Spaniel 3D Balloon

A game that deceives the player as to what it is going for form to form. Can you get to the end?

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Killoflage

Bomb

In Killoflage we see an alien slug thing that can disguise itself and must eat the bunnies. However if another bunny sees it attacking its fellows, the suspicion level rises. If suspicion rises too much, then the game is over.

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Nibbly Fish

Awesome Soft

Nibbly Fish was inspired through discussion of how creatures in nature seek to stay alive through deception. Nibbly Fish is a game for two players, who both play as baby fish in an aquarium full of adult fish. The adult fish prey upon baby fish, but only those of different species (represented by different colours). As a defence mechanism, baby fish are able to change their own colour at will, deceiving nearby fish of the same colour into thinking they're the same species, which stops them from being eaten. Both players avoid and deceive the adult fish while eating bits of food, until they finally become adult fish themselves. The first one to do so must quickly eat their opponent to win!

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Hide and Sneak

Dog Disappointment

Hide and Sneak is a game of burglary and aural deception. The player controls a robber as he moves around a museum at night, stealing precious artefacts. The aim of the game is to collect as much treasure as possible and leave without getting caught by the patrolling security guard. Providing the player stays out of the torch light, the guard cannot see them in the dark. However, they can always be heard - and the guard will be suspicious of any noises! Once an artefact has been collected the player can choose to throw it across the room, creating a sneaky distraction for the guard, but also sacrificing some of their hard earned loot. The key to a successful heist is to always conceal your location and to go back for every artefact – that swag's worth a lot!"

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Super Mari-NO

Super Mari-NO

"When we play games we assume that we are in control of the character but what if we are being deceived?
In Super Mari-NO world, Mario has his own feelings and thoughts and you have to convince (or deceive) him into performing his risky day-job. The player does this by talking to him through the microphone.
The concept is shaped on Bruce’s talk referencing the matrix - all we know about the world is a construct...
Also whether mario chooses to believe you or not is based on a ‘coin toss’ the average human recognises deception 50% of the time."

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DeceptNeuron

Not a Game Dev Team

This game shows the path of a pule in the brain. The white blocks are energy, the red crosses parts of a lie and the blue crosses parts of the truth. The game shows the journey in the mind to construct the truth. You control the path of the pule – you can only jump between strands where there is a junction marker. Once you have enough information the truth/lie can be revealed!

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Mimic

Not a Team

Mimic is a single player 2D side-scrolling game for iPad.
To win, you must disguise yourself as enemy cells by eating cell pieces. Once you are in disguise, cells will no longer harm you & you can pass through the membrane to the next level. This deception is useful as you can use friendly cells to bounce enemy cells out of the way. But the real deception is that you're not a good cell. In fact, you're an evil parasite headed for the brain!
Inspired by real biology (red & white blood cells) but taking some creative license ;)

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Toadall Recall

Spawn of the Dead

Toadall Recall is a two player game of frog-based deception. Each player controls one of many frogs in a swamp. All of the other frogs are controlled by the computer. You have two primary goals: determine which frog *you* control, and determine which frog *your opponent* controls. You must deceive your opponent by blending in with the computer-controlled frogs and acting like one of them - but there are various clues that give you away. You can also deceive by convincing your opponent that you know which frog they are, forcing them to try and guess (hopefully incorrectly) first!

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HIV-e

Pi=3

(Winner)

HIVe is game of deception between HIV and an antiretroviral drug in a competitive 2 player scenario. The objective of the HIV player is to infect as many cells as possible before being caught by the antiretroviral drug player. We felt that the lifecycle of a virus is a constant battle of deception with the body and our game tries to capture this whilst at heart still being a game and being fun. We felt using HIV as the virus was important for its relation to scientific research and global social issues.

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DupliCity

DupliCity

(Highly Commended)

"You and your shadow run simultaneously in mirror worlds populated by obstacles.
Why? To escape. Also because there's fireworks at the end!
Through the use of asymmetry, transparency, repetition and subliminal signs, the game helps you overcome the obstacles but also misleads you. A briefly flashing arrow directing you; a sign on a truck; a crate that looks real but isn't - things that you notice and take for granted even if you aren't paying attention.
The sciences of skill learning, conditioning and priming most inspired us: learning from your mistakes and past experience; training you to perform a certain action through repetition before introducing a new obstacle that is slightly different, and so on."

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Medic

Team Hat

Medic is a single-player shoot-em up where you play as Rock Mironis, tasked inside your microscopic space craft to rid viruses breeding from within a patients stomach. Using classic asteroids physics you are encouraged to save the patient by destroying the ever increasing number of pulsating viruses. Medics outside the patient will aid you in your quest, supplying the patient with pills during the 2 minute long procedure. Will you triumph and save the day?

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Deceptiman

Team Nine

No description available

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Qualit-eye Control

Thatcher's Illusion

Second Prize

Given the theme of deception in science, we began thinking about how the human eye is an astoundingly amazing tool - yet deceptive.  The human brain has to process a lot of data continually, so will occasionally make assumptions and take shortcuts, meaning we occasionally interpret false images in line with our expectations.  This is most often the case with colour, orientation, or minor details. So we developed Qualiteye Control, a game that puts the player in the position of a miniature scientist acting as a controller between the eyeball and the brain of Prototype X1.  While your body is performing quality control of a widgetoid factory - you must decide what widgetoids are correct, and which ones are being falsely interpreted and need to be rejected quickly.

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Trust Us

Trust Our Games

Trust Us is a game about politics and deception – can you win over the voters by telling them what they want to hear? But beware, votes have contradictory views so you need to lies to them without others hearing the lie and you don't always know who thinks what until it is too late!

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Alien Laser Bunnies

Force of Rabbit

(Highly Commended)

The Theme - Deception
The regular earth-bunnies that inhabit the game playing field are not controlled by artificial intelligence systems as it would first seem. They are articles of a former self, recordings of the movements of players in previous games.
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The Science
Winning at Alien Laser Bunnies requires people to exercise social mimicry. They must imitate the movements of previous players in order to best decieve their opponent. In this respect it provides a strong framework for various tactics of deception. Further, the game tends towards a state of homeostasis as the mimicry creates a feedback loop of behaviours.

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Doors of Deception

Doors of Deception

(Highly Commended)

"The doors of deception” is a 5 level puzzle game based on deception.
The goal for each level is opening the DOOR OF DECEPTION, in order to advance to the next level.
The whole game is deceiving the player, starting with the menu screen (LEVEL 0).
Pressing the start button won’t start the game, instead the player needs to click on the door on the bottom right of the screen.
The narrator is introduced in LEVEL 1. He pretends to help the player, but he’s actually telling lies, confusing and deceiving the player.
In the following levels, standard videogame actions like collecting coins and avoiding spikes are inverted. The player really needs to AVOID coins and COLLECT spikes.
WALKTROUGH (SPOILER: read only if you are stuck in the game!) Level 0: First screen
Don’t press start. Pressing start won’t start the game. Instead press on the door icon on the bottom right.
Level 1: Friends
Don’t walk to the door. Talk to the narrator until he opens the door for you, then walk to the door.
Level 2: The Key
The narrator tells you to walk to the key. Don’t do it. Instead, click and drag the key on the door to open
it.
Level 3: Spikes
Collect the spikes instead of the coins.
Level 4: Mirror
Reach your reflection, without touching the coins or the closed door."

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The Art of Deceit

The Art of Deceit

(Highly Commended)

The Art of Deceit is an interactive science fiction comic for children that explores the role of falsehood and misinformation in the intelligence services. Set on a distant asteroid, the player takes on the role of a spy with a vital top secret mission. As the story progresses, the player must decide what forms of deception to use in order achieve their objective. The available choices reflect different forms of real-life deception, such as disguise, mimicry, and decoy. Success is dictated by the player’s ability to correctly spot and interpret optical illusions. As a whole the game highlights visual perception cannot always be trusted. The components of an object can distort the perception of the complete object. Our mind is the final arbiter of truth.

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PlanetCaptio

PlanetCaptio

"You have two minutes to command the square, circle and triangle to collect ""green"" items, but the catch is when you get close to them they will reveal their true nature, so be careful what you pick up.

left-click to select a unit (square, circle or triangle) and then right-click to tell them where to move to, simples."

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InCogNeto

Vizzi Cogs

(Wildcard Prize)

VizziCogs were inspired by the idea of subterfuge, how we deceive ourselves and create false realities when we don’t have all the information.
InCogNeto heightens your senses and is a turn-based game, played by passing the same tablet to each other, so each turn is played in secret.
In InCogNeto your opponent’s manoeuvres are partially hidden from you. You must assess both the playspace and your opponent. Your deductions can only be tested after you have made your next move. Strategy and tactics play an important role as you read your opponent’s body language, listen for audible clues (i.e: the rack moving) and use spatial memory to spot changes in the playspace.

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Tribes

Tribes

"You decieve the tribe with an idea in order to get iron.
In turn, you will have to manage the tribe's actual needs as it decreases through forced labour.
This is visible based on their swarming pattern.
The plot thickens as we misdirect the player into getting iron instead of caring for their tribe.

In effect, we are trying to make a statement about how we think we get what we want by misdirecting others, but actually we are deceived ourselves: we do not actually need all these things.
Another statement is how players get into the role that is given to them by games without questioning it, blindly following their given objectives or trying to maximise the amount of positive queues (reinforcement learning)."

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Blood Stream Bandits

Blood Stream Bandits

(Highly Commended)

Blood Stream Bandits is our entry to the Explay Gamejam. Working together with a neurobiologist, we came up with a game inspired by viruses that enter the bloodstream and deceive body defenses by pretending to be harmless cells. In our game you control triangular shapes, which can be combined to form squares. There are two types of monsters, one eats triangles and the other eats squares, and each can be deceived by arranging your units in the corresponding opposite shape. The game requires reflexes and quick thinking to arrange your units to deceive as many enemy cells as you can.

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Project DarkHound

Project DarkHound

The game uses different ways to deceive the player but also the AI. I decided to use visual deception in gaming and finding ways to make the game deceive you with AI and visualization. Understanding how to give AI characters the ability to make decisions to deceive the human brain is difficult, AI will never think or act like a human, but we can use different AI and game play concepts to deceive the human. The game will use the concepts of trying to attack enemies you can't see, which deceives you as they travel and appear at random places.

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