Thursday, October 29, 2009

Talking at Portsmouth University

I was asked to be a speaker at the GamesRoadshow events (http://gamesentroadshow.ning.com/ and www.gemroadshow.co.uk) and first up was Portsmouth University where I spoke on Wednesday to an audience of students and lecturers from the BSc (Hons) Computer Games Techologies, BSc (Hons) Computer Games Enterprise as well as several postgraduate students.

I was asked to give a 30 minute talk about indie games development, and our particular take on making games about climate change and sustainability. As always I've given up trying to have a stage persona, and instead just talk as me, something which can be quite draining, but is usually far more fun and interesting for both me and the audience.

I had no idea how my talk would go down, but they blew me away with their enthusiasm and interest. They reacted well to our approach and upcoming Climate Challenge 2010 game which was nice and even in the session had some very specific questions, some which caught me totally by surprise but pleased me as they had most definitely been paying attention! I spent almost two hours after the talk answering more well thought out questions from a number of students, many of whom were keen to find out what they could do above and beyond their course in order to get into the games industry. From what I heard their lecturers were giving them a good sense of what the games industry is really like once you get beyond the initial excitement and that it demands hard work and is a very competitive field. They also had a keen awareness of the global nature of the industry.

A number of students approached me about possible placements, and from what I saw that is certainly something that would be of interest to us. There is a great pool of talent here and we hope to work with them soon. Their courses touch on a number of areas, and whilst I would like to see more about games design and quality assurance as well as programming, business and graphics, there is a good core of subjects here. That said I would be delighted to talk at Portsmouth University again and hope that perhaps we can build some kind of ongoing industry/academic relationship with them

I have to say if they are the future of UK gaming then I am hopeful about Britain's place in the games industry in the future. Assuming most of them don't get lured to Canada as so many have in the last few years...

Thursday, October 15, 2009

Blog Action Day: Global climate change summits in Climate Challenge 2010

Concept art for summits in Climate Challenge 2010
So today is Blog Action Day on Climate Change. Obviously this subject is close to my heart (this is Gobion btw) so I am taking part :)

With the Copenhagen COP-15 climate change negotiations soon upon us, I wanted to write about my first experience with the summits process in Climate Challenge 2010. It is also the first time I will start talking about particular game play elements, as the team are currently putting together the first rough cut of the game and the designers and developers let me loose on this bit of the game (so far). I got a chance to play with some of these rough elements of game play.

Before I go any further, a proviso: I'm not a designer or a developer for Climate Challenge 2010 – my main role is as spokesman for the company, and what I am writing here reflects my personal experience with the game. The game still has many months left of development and no doubt over time very many elements of the experience will change. It is a natural part of the design and testing process. So with that proviso in place, take this as a snap shot of work in progress from my perspective.

Summits are an interesting part of the game for me for several reasons:

  • They are where I get the 12 regional groups to sign up to global level agreements
  • They provided me a fun change of pace from regional fire-fighting, shifting my focus to the big picture
  • They give me the chance to play out what goes on "under the hood" at these international negotiations.


The real world process of negotiation is one of convincing the various partners that they want to reach a common agreement, and that can be much trickier than it sounds. National negotiators generally want to add exceptions for elements they do not want, amendments to add in elements they do want, follow the orders they have been given by their governments and to come out of the negotiations looking like they stronger/better/more willing party.

When multiple nations come together with these requirements tend to butt heads. Sometimes that can be worked out, but sometimes a party will just storm off in protest (or mock protest), or threaten to storm off in order to put more weight behind their requirements. International agreements are partly voluntary: unless you're prepared to go to war you can't make a sovereign nation sign something they don't like into law in their country.

The development team let me play with a first “rough cut” of the summits system. I was hoping that this part of the game would reflect the real world negotiation, back room dealing, posturing, and deal making; but of course I also hoped to be the driving force behind successful negotiations!

How did it work for me as a player?
In the game I was given an initial agenda that I could accept or throw out (at the risk of the sponsoring parties leaving the table), and then add in my own issues. I found that some of the nations were especially willing to storm out – and that made me adjust my strategy a bit to try and keep them in, or if I couldn't to ensure that the regions I most wanted involved stayed in. If I couldn't get everyone to agree, maybe I could just satisfy the biggest players?

My draft agenda was haggled over and some of the regions added in riders, which surprised and intrigued me. Hopefully as this system continues to evolve as it made some agenda items I did not like become married to agenda items I did like. This felt a lot like the “real world” to me (though of course I could be wrong – but that was my impression!).

Once that stage was completed I had the chance to adjust the final agenda and put it to the vote. At this stage of production it was really tough: most regions refused to ratify my proposed agreement! (It was pointed out to me several times that this was pre-balancing.)

Overall I like this part of the game, and I plan to follow this post up with some thoughts from the design team themselves soon. In December myself and Hannah, our science advisor, from our team are going to the Copenhagen COP-15 negotiations. There I will get to see how my experiences in the game marry up with the real world which should be exciting. So expect more about summits soon!

Thursday, October 8, 2009

Social Entrepreneurship

So I (Gobion) gave a talk to the MBA students at Saïd Business School at Oxford University as part of a day on "Conversations on Social Innovation and entrepreneurship"

The day was organised by the Skoll Centre for Social Entrepreneurship, the Institute for Science Innovation and the Oxford University Society and Centre for Entrepreneurship and Innovation, and I was fortunate to be invited along as one of the social entrepreneurs. The day was organised by the fantastic Pamela Hartigan.

The keynote speaker was Mel Young, from the excellent Homeless World Cup. His talk was awesome, and until that day I had no idea how Mel is the spitting image of a war criminal - which makes international travel tricky! The Homeless World Cup is a inspiring event and locus of social change and I recommend you check it out.

It was an inspiring day, designed to give the MBA students a feel of what potential there is out there for interesting social innovation, and overall from the feedback I received the event was very successful at achieving those aims. The students felt very fired up by the conversations they had with the social entrepreneurs.

My talk was on my background, our business and structure, our most notable projects and current game Climate Challenge 2010 (I will post up an edited version of my PDF shortly).

My audience was from around the world (USA, Italy, Brazil, Hong Kong, India, Indonesia and Bulgaria) and it was really great to get talking to them about their experiences and backgrounds. They asked a lot of smart questions, which I expected, but were also far more switched on about social entrepreneurship that I had thought they would be.

It does seem though that games are a common language that is shared across much of the world and that is exciting to see. We had all played games most of our lives, and even shared a few favourites. My audience was very excited about the possibility of games addressing social issues whilst still remaining fun/challenging commercial games.

I look forward to more opportunities like this.

As an aside, several people asked me what "Social Entrepreneurship" is. My view is that is it regular entrepreneurship but just making sure you include the people you work with, the communities you work in and the planet in your business planning :)

Good Science and Bad Science

Good Science (hopefully!)
The New Scientist has a good little article on upcoming exciting clean tech - definitely worth a read http://bit.ly/1sWazj

There are so many interesting bits of tech there, and it will be interesting to see how they develop. "Peen-n-Grow" was completely new to me, but I've heard about most of the others along the way. We will have to see how many of them we can get into the game as policy decisions :)

Bad Science
Well actually a nod to the ever excellent Ben Goldacre and his awesome Bad Science blog where he investigates people's misuse of science.

All of his articles are good to read, and it should be pointed out that he is always quick to issue a correction when he makes a mistake (as we all do from time to time), but the article I wanted to post about was this one: http://www.badscience.net/2009/09/house-of-numbers/.

The article has nothing to do with our favourite science subject, climate change, but it is all about the attempts of AIDS denialists to blame the horrible virus on the poor, on the treatments, on everything except the actual virus itself. I won't repeat what he said here - but do check it and the other awesome pieces out.

Even though the focus is on climate change with Climate Challenge 2010, we are including pandemics in the game in some form - though hopefully in more detail with future releases.

Tuesday, September 29, 2009

Guardian Newspaper's guide to Copenhagen

The Guardian newspaper has a good piece on a beginner's guide to the Copenhagen Climate Change negotiations, and they want to get you involved on helping translate the jargon-heavy bits! http://bit.ly/4buUqe

Friday, September 25, 2009

Blog Action Day


We have signed up with Blog Action Day (http://bit.ly/n7jpJ). This year the theme of the day is climate change, which is obviously a theme close to our own hearts.

It is great to see grass-roots action like this and the whole team at Red Redemption support the day and wish it the best of luck.

Blog Action Day is vital in helping to spread awareness of the vital importance of climate change to everyone. Climate change is happening, right now, to you and you need to know about it.

And you can quote me on that :)

Wednesday, September 23, 2009

Serious Games Book Recommendations

Following on to our short list of good books on climate change, we wanted to give a couple about the topic of games, and serious games.

1. Power Up by Rebecca Mileham
An excellent introduction to the topic of serious games, this book examines the latest evidence into how computer games affect our health, thinking, learning, identity, beliefs, and propensity for violence or addiction. Features an interview with Gobion and Hannah from Red Redemption.

http://www.amazon.co.uk/Powering-Up-Computer-Changing-TechKnow/dp/0470723106

You can see Rebecca's blog here http://www.rebecca.mileham.net/

2. Digital Game-Based Learning by Marc Prensky
An explanation of what serious games are and might be, by serious games advocate, Marc Prensky

http://www.amazon.co.uk/Digital-Game-based-Learning-Marc-Prensky/dp/0071363440

Check out his blog at http://www.marcprensky.com/writing/

Thursday, September 17, 2009

Relaunching the blog

So now we are getting up to full speed with things on the "telling people about what we do" front it was time to relaunch the blog and do a proper job :)

So I hope you like the new design. The little fella in the banner is Nahual, a character we made for one of our games based on pre-Hispanic Mexican mythology.

So who, or what is a nahual? To quote the fascinating Pantheon.org "A nahual, also called nagual, is a spirit being or animistic entity closely associated with a human being. Among some groups, each person has his or her own nahual which acts a double, a shadow, or as a protective spirit. They are often animals such as dogs, jaguars, or opossums, but they can also be natural forces such as lightning or meteors.

"If one harms another person's nahual, one may harm the person who belongs to that nahual. During sleep, the nahual can go wondering, something that can be seen in the dream. Nahuals can also be sent out to perform tasks, use it as an adviser, or a person can change his shape to that of the nahual.

"The origin of the nahuals lies far back in pre-Hispanic times. Many patron deities of towns have their own nahuals to help them guard their towns, just like their pre-Hispanic forebears. These nahuallies make nocturnal patrols, giving off evil airs to ward off rival nahuallies. In ancient times, each day sign of the divinatory calender had its own personal nahual or deity, which corresponds to the present-day beliefs that each sign of the zodiac has its own nahual. Among the Quiché Maya (K'iche') the day a child is born determines its nahual, but the child is only told when it has reached a responsible age so that they may not blame bad deeds on the nahual."

"Nahual." Encyclopedia Mythica from Encyclopedia Mythica Online.
<http://www.pantheon.org/articles/n/nahual.html>
[Accessed September 17, 2009].

... so there you go.

Consider him the guide to what we get up to! :)

Good climate change books

A regular question we get asked is if we can recommend some good books to get to grips with climate change without being too technical. So I asked Hannah in our team to list her favourites.

I've given the links to buy the books from Amazon.co.uk, but they should be available through all good online retailers and in your local library.

1. The Hot Topic by Gabrielle Walker & Sir David King
A very good introduction to the subject, covering the science and the policy options available. Sir David King was the former chief scientific advisor to the UK government and is the Director of the Smith School of Enterprise and the Environment at Oxford University.
http://www.amazon.co.uk/Hot-Topic-Tackle-Global-Warming/dp/0747593957

2. Sustainable Energy - Without the Hot Air by David Mackay
A no-nonsense look at the numbers behind renewable energy - can we make an energy policy that adds up?
http://www.amazon.co.uk/Sustainable-Energy-Without-Hot-Air/dp/0954452933

3. A Blueprint for a Safer Planet by Nicholas Stern
Written by Nicholas Stern of the Stern Review into the Economics of Climate Change, this is an update of his conclusions from that report, without the constraints of being a government report. Sir Nicholas Stern was commissioned by Gordon Brown to produce a report on the economics of climate change - his findings were instrumental in underlining the economic case for tackling climate change.
http://www.amazon.co.uk/Blueprint-Safer-Planet-Progress-Prosperity/dp/1847920373

4. Six Degrees by Mark Lynas
A well-researched look at what climate change might really mean for the world, degree by degree - gets quite scary towards the end! Also winner of the prestigious Royal Society Science Books Prize 2009.
http://www.amazon.co.uk/Six-Degrees-Future-Hotter-Planet/dp/0007209045

5. Global Warming by John Houghton
An introduction to the science of climate change by the lead editor of the Intergovernmental Panel on Climate Change's first 3 reports.
http://www.amazon.co.uk/Global-Warming-Complete-John-Houghton/dp/0521528747

6. The Weather Makers by Tim Flannery
An interesting introduction to climate change by renowned Australian zoologist, Tim Flannery
http://www.amazon.co.uk/Weather-Makers-History-Future-Climate/dp/0713999217

I will follow this up with a selection of good books on socially positive games plating. If there are some books on the subject that have been inspiring and/or helpful to you, tell us about them :)

Thursday, September 10, 2009

Our Advisory Board

Dear readers,

It has been a very busy couple of months and thigns are going well. I will be writing lots of updates over the next few months, and wanted to start with our Advisory Board, who they are and what their role is within the overall plan for Climate Challenge 2010.

Our Advisory Board is:
• Professor Diana Liverman: Director of the Environmental Change Institute (ECI) and a member of the National Academy of Sciences committee on Americas Climate Choices
• Dr Cameron Hepburn: A leading environmental economist.
• John Kroeger: Former co-head of the UK Government team of Business Relations Managers to the Computer Games Industry.
• Suzanne Seggerman: President of Games For Change.
• Dr Pamela Hartigan: Director of the Skoll Centre for Social Entrepreneurship at Oxford University’s Said Business School

Full biographies for each of the Advisory Board can be found below:
http://red-redemption.com/team/#advisory_board

Each member has been very carefully selected to bring unique skills, experience and contacts to the company and all have been important in helping Red Redemption achieve our objectives for Climate Challenge 2010.

Why is this important?
There are four main reasons:
1. Credibility: The credibility of the game and the team is important to ensure the game reaches more people in the market. Our Advisory Board helps build credibility for the game and team.
2. Marketing: Further press and marketing opportunities open up for us through our mutual association.
3. Advice: We benefit from their advice about the game.
4. Thanks: The people we have involved in our advisory board have been extremely supportive and helpful over the last few years and we want to recognise that.

To follow our progress more closely check out our Facebook Fan Page http://www.facebook.com/pages/Climate-Challenge-2010/125222552491
and a Twitter feed for the development of the game at http://twitter.com/cc2010game

Best,
Gobion

*EDITED: 25-Sept-2009: Corrected Professor Diana Liverman's role at the National Academy of Sciences.

Tuesday, July 28, 2009

Twitter, and updates

So I finally caved in and got a twitter account. Well 2 actually. The first is for me personally and the second is a live development twitter feed from Climate Challenge 2010.

http://www.twitter.com/cc2010game <--- development Twitter feed.
http://www.twitter.com/gobion <--- feed about me and what I am up to :)

I've been wanting to post much more to the blog but a combination of being insanely busy has kept the number of posts down, and also that while we are getting the look and feel together we are a little wary of showing it too much because undoubtedly things will change a lot as we get closer to release.

Still Carla, our new art lead, is doing some fabulous graphics work and I hope to be able to release a few choice pieces soon!

Conference season begins

Wow lots has been happening - everything is very busy as usual!

A couple of weeks back myself and Klaude (our producer) went to the Develop conference in Brighton. It is one of the UK's leading games conferences and it was great fun. It was really good catching up with friends, meeting cool new people and just keeping up to speed.

Next up is Cologne GamesCom in August. This is one of the major three games events (though previously the event was in Leipzig) and we will be busy there showing everyone some first look info for Climate Challenge 2010 and hopefully lining up a publishing deal for retail.

Thursday, June 18, 2009

Back!

I'm back and posting following a short break where I went to visit the Orkneys - fantastic place and highly recommended.

So where are we up to?

Well our new lead artist/art manager has started - her name is Carla and she has hit the ground running. I will start to post some of the concept art and various pieces in the next couple of weeks.

Development of the game is coming along swiftly and I'll be posting to this blog at least weekly with a dev diary.

Anyway more a little later!

Friday, April 17, 2009

Interview with our games designer


April 16 2009

Ian Roberts,
Creative Director and Lead Games Designer on Climate Challenge 2010


Ian Roberts is the lead games designer on Climate Challenge 2010. He designs the game experience and mechanics that the developers then programme and the artists bring to life visually. In many ways he is the heart of the game. Ian came to us with experience across a wide range of new media forms, ranging from award-winning video production and editing to 3D Graphics and website programming. These skills are combined with a background in media, film, literature and cultural research in the forms of academic study, writing, lectures and teaching which gives him a unique outlook on games design.

While working for Red Redemption he has been lead games designer on all of our games (including Climate Challenge and Operation: Climate Control), has produced extensive web portals including the ClimateX.org for Oxford University, directed and edited academic multi-media presentation films for University College London, and was an games industry consultant for the UK Department of Trade and Industry.

I wanted to interview him about his influences...

GR: What was the first game you ever played?
IR: Almost certainly something very simple like Pong as we had one of those old Atari boxes where you had this clunky selector with one of those joysticks with one of those big satisfying button. The first game I became obsessed with as a computer game was "Elite" I played religiously on the Spectrum 128k which was all swish and fancy with a tape deck.

GR: What is your favourite game and why?
IR: That's a really tricky question as there are lots of different kinds of games and they are difficult to compare - like apples and oranges. So I think a game which really captured me first time I played it was Ron Gibert's original "The Secret of Monkey Island" it was probably the first of its kind [adventure game] that I had played and it was so incredibly well put together, witty and all the things that make it a classic so that is definitely something I have very fond memories of. Modern games that hearken back to that such as Psychonauts work very well for me.

GR: What games influence your design of socially conscious games?
IR: Well I can think of a couple of examples in games where I've really felt that the game as a medium and an art form surprised me in terms of how it conveyed my awareness of something I already knew but never really understood, so for example a very early point of realisations for me was in the early 1990s. It was the game Cannon Fodder weirdly. You wouldn't think of Cannon Fodder as a socially-aware game it is a war game, it had a poppy on the front cover and was asked to remove the poppy by the Haig(?) foundation because they felt it was offensive to have a game which trivialises war, but in fact I found that to be the first computer game which didn't trivialise war, but whilst it had bright sprites and look and feel it was completely ruthless. Your little soldiers that die will die normally by being hit by a single bullet or single piece of debris, and while you play the game you see a memorial hill and you see a list of the fallen and it gets longer and longer and longer and longer. And it is very shocking as it happens where you would normally have a victorius transition. There is this really stark reminder that all of these people have died, and they have died because you are controlling them. And that made me understand casualties of war to a much great extent than reading about historical battles ever could. You had a direct relationship with what was going on, and whilst it was a fun shooter game it had this serious war message which I thought was excellent.

Deus Ex is another very good example in the level of immersion in the world and the freedom it gave you. and it was unique at the time for granting you this freedom allowed you to not only uncover the intricacies of this conspiracy in this dystopian future, but also to allow you to take control over which way it goes and allow yon to be part of its resolution in a much more active way than other games. You could make a decision to change sides or to choose how society would end up at the end of the game. It gives this feeling of great scope and made you think a great deal about the issues that the game posed.

Why? The reason why is that these were games of traditional entertainment value targeted at teen and young men that rather than just relying on sensationalism of the genre decided to do something with the genre to allow the player to discover something about the human condition within the structure that they have been given and that is the ultimate goal of a socially conscious game. which is to be both considerate of a games relationship to the world we live in and to take that next step and actually do something interesting with it, to make and experience that the player can take home with them which makes them more aware and helps them understand the world we live in a bit better.

GR: You have a strong eye for design - you were central to the design of the original Climate Challenge, Operation: Climate Control and Trouble Shooter - what drives that part of you?
IR: I'm a very cross-media person, and I'll describe what that means. A lot of people would describe themselves as being very textually focussed or visually focussed or respond well to music or so on. For me it is the combination of two or more types of media and the new experience that is made from the combination that interests me the most. So I find for example film more interesting than just music because you have the combination of lots of different elements, and with game and games design you have the combination of the aesthetics, the gameplay, the music and the emergent experience and it is in being able to create that emergent experience both in a way that you want to convey but also in a discoverable way that people could feel a variety of different responses depending on the person and all of which would be valid game experiences. That is what really drives me about game design.

GR: You were a teacher before becoming a games designer. What impact has that had on your games design?
IR: So people have short attention spans so you need to engross students or the audience or players in your world as quickly as possible for them to understand where you are and where things are going so they are never lost or feel it is an effort to follow you on this journey. The other part is that the best knowledge in terms of retention and comprehension is knowledge which is gained through personal experience and experimentation that there is only so much you can learn from reading the same page in a book again and again, or reading off the board or copying what a teacher is saying that without trying something out or creating something and seeing the results of your creation your understanding of the theory can never be fully solid. That means in games design you have to propose the theory, not necessarily in its entirety, then allow the player to discover it and discover how that theory works through their own experimentation.

Note: This interview is released under a Creative Commons Attribution 2.0 UK: England & Wales License so do feel free to reprint. If you would like to reprint without attribution, please drop me an email to gobion at red hyphen redemption dot com.

Tuesday, April 14, 2009

Back from Easter

Ah what a fine break we had for Easter.

The last few months have been intense to say the least. One of the truisms about being an Indie games developer is that you spend a lot of the time dealing with two competing pressures: Can we make the game awesome, and can we carry on paying ourselves!

Luckily we have a fantastic group of supporters in our investors. They share our vision to produce a really fab game about climate change that picks up where the original Climate Challenge left off and builds on the concept massively. The new game is on a global scale and should offer a very satisfying game playing experience. Like the original it won't be preachy. We all feel climate change is an incredibly important issue, but like you we don't like being preached to. Our agenda, if we have one, is to let you the player play with the options and make up your own mind on the best ways to tackle climate change.

And what about the science? Well this time we will have even more science in the game, but lots will be behind the scenes. That said however, there will be areas of data that for whatever reason we cannot get hold of - maybe it is not available to us gamer types, or perhaps it doesn't even exist. In those cases we will "guesstimate" from the probable data and will note in our science notes that the data is "iffy".

Climate Challenge 2010 is a game first and a science simulation a distant second. I hope that when you play our game it will get you thinking so you can go off and learn more, but what I really hope is that you have a damn good time and a lot of enjoyment from it :)

P.s. If you haven't yet - do join our Facebook group :)
http://www.facebook.com/group.php?gid=92217565125

Thursday, April 9, 2009

We are hiring!

Lead Artist / Art Manager

This is a senior role directing the creative vision, creating art assets and managing outsource artists for serious games at Red Redemption. Salary up to £34,000 + benefits and completion related bonuses.

The Role is based in Oxford, UK.

Must have

  • Ability to flesh out basic concepts into full, distinctive, artistic visions that fit our games.
  • Digital art capabilities, particularly for mock-ups and user interfaces.
  • Knowledge of Photoshop and Illustrator.
  • Experience doing art production for interactive games on at least one, preferably multiple, of the following platforms: Console, PC, Mobile, Online.
  • Ability to produce work within and replicate a variety of art styles.
  • Some 3D technical experience, preferably in 3D Studio Max or Blender.
  • Strong portfolio of work, mostly digital.
  • Ability to direct art and assure quality.
  • Good communication skills with confidence in giving detailed useful instructions via email.

Desirable
  • Adobe Flash knowledge is useful but not essential.
  • Working relationships with a number of freelance artists.
Our ideal person will
  • Provide creative direction and enforcement of look, feel and UI.
  • Design and create product-related sales and marketing materials.
  • Help find, review, and direct external art resources.
  • Perform quality assurance on received art
  • Manage and oversee the on-time completion and receipt of art assets
  • Consistently deliver high-quality results on-time and on-budget.
  • Help create concept documents and assets.

Contact: Please send your CV and work samples to ian at red-redemption dot com
2009-04-09T12:00:00Z

Wednesday, April 8, 2009

Join our Facebook group!

YOUR PLANET NEEDS YOU!

As I mentioned yesterday we are developing "Climate Challenge 2010" an exciting new global climate strategy game being launched in early 2010.

Well we are a small independent games company funding this game through our own hard work and the money from a small group of investors who believe as we do that exciting and engaging games should tackle real issues yet still be fun we are doing this without the support of a publisher - so the support from every single person really matters and can make a difference.

To help us get people involved we have set up a Facebook group for friends and fans of Climate Challenge 2010 and we want you to join!

http://www.facebook.com/group.php?gid=92217565125

Come join us there and get involved in the discussions, get early access to the game and possibly get a chance to have your feedback included in the final product!

Able to talk!

Finally after months of hard work behind the scenes I am finally able to talk publically about our announced title "Climate Challenge 2010"(r).

Now that everything is out in the open I will posting regularly in a developer's diary and will also be posting interviews with each of the team. All content on this site will continue to be Creative Commons Attribution licensed, so if you would like to syndicate anything (or if you would like your own interview or behind-the-scenes) go for it!

Climate Challenge 2010 Announced

2009-04-07T12:00:00Z

Press Release

FOR IMMEDIATE RELEASE
Contact: Gobion Rowlands, Chairman, Red Redemption Ltd
Tel: +44 (0) 1865 596 160 | Email: innovate@red-redemption.com


International investors fund Indie Games Company developing “Climate Challenge 2010”

Global strategy game puts our planet’s future in your hands

Oxford, England, April 7th 2009 - Award-winning indie games developers Red Redemption will launch PC title “Climate Challenge 2010” early next year. The new game mirrors the challenges that face the planet as we struggle to combat and reverse the potentially cataclysmic effects of climate change. Climate Challenge 2010 is the ambitious sequel to the massively successful flash game Climate Challenge, developed by Red Redemption and sponsored by the BBC, which has been played on-line by nearly 1 million people since launch in 2007.

Based in Oxford and partnered with Oxford University's Environmental Change Institute, Red Redemption (http://www.red-redemption.com) has captured a unique market niche making science based climate games that both provoke and challenge and are exciting to play. With credit lines limited and games publishers slow to invest in new games titles, Red Redemption have still managed to raise development funds from private investors on both sides of the Atlantic to expand their creative workforce and put Climate Challenge 2010 into production.

“With climate change an ever more pressing issue we wanted to make a game that put the power, and the science, firmly in the hands of the public.” explains company chairman Gobion Rowlands, “making a game that is both fun and yet true to the science is a tough challenge, but it's a powerful combination that really engages players with the issues.”

Speaking about their investors Gobion Rowlands says “We are delighted that our shareholders on both sides of the Atlantic have shown the confidence and vision to support us in bringing a game on an important and timely subject to a wide audience.”

# # #

Notes for Editors

Mini Biographies:

  • MD/CEO: Klaude Thomas was formerly MD of Eidos Hungary and produced Battlestations: Midway for Eidos PLC before leaving to join Red Redemption in 2008.
  • Creative Director: Ian Roberts was a former teacher before joining Red Redemption and has been lead designer on all of Red Redemption's games including the original Climate Challenge.
  • Science Advisor: Hannah Rowlands worked on the ClimatePrediction.net project and completed her MSc in Environmental Change and Management at Oxford University before joining the company.
  • Red Redemption was founded in 2000 to create exciting games and made a conscious decision in 2005 to concentrate purely on games that were ethical, brought real science, were family friendly and were fully featured games.

Interviews:

The following team members are available for interviews:

  • Klaude Thomas MD & Producer
  • Gobion Rowlands Chairman & Communications Director
  • Ian Roberts Creative Director & Game Designer
  • Hannah Rowlands In-house Games Climate Scientific Advisor.

    Team photos and Climate Challenge 2010 concept art are available on request.

    Contact:

    Gobion Rowlands FRSA

    Chairman, Red Redemption Ltd
    Oxford, UK
    +44 (0) 1865 596 160
    Email: innovate@red-redemption.com
    Website: www.red-redemption.com

    2009-04-07T12:00:00Z