Serpentine Galleries launches open call for AR developers on ambitious project

Our partners the Serpentine Galleries have issued a call for proposals for a project called Serpentine Augmented Architecture, a brand new AR commission that will be available for the public to view on site at the Serpentine in Summer 2019.

They are keen to reach a wide range of creative practitioners from game designers to artists and technologists to respond to a brief developed with Sir David Adjaye and Google.

The Serpentine Galleries are very forward thinking about bringing the worls of the Arts and games together in ambitious, playful digital installations, and have commissioned games before.

The deadline is the 25 February, 10AM GMT.

The website for the open call is also here:

http://www.augmentedarchitecture.org/

BGI launches Games Education Summit 2019

Sheffield, 07/02/2019: New conference bridging the gap between games educators and games sector launches in April.

The BGI is launching a new conference on games education to be held at Ko-Host, Sheffield’s new city centre event space at Kollider and the National Videogame Museum in Sheffield on Monday 15th – Tuesday 16th April. The Games Education Summit 2019 brings together 40 games course leaders from further and higher education, developers and HR staff from studios, recruitment companies, 3rd sector organisations and policymakers to trigger more collaboration, dialogue and best practice sharing in the first of a series of annual conferences.

Over 1.5 days, the conference will tackle the big issues in games education including employability, diversity, skills required by studios, apprenticeships, how industry can collaborate with educators, best practice pedagogical and course design and starting up from university.

Keynotes will be delivered by Ian Livingstone CBE, Mike Gamble from Epic Games, Dr Jake Habgood from Sheffield Hallam University and Dr Chris Lowthorpe from London College of Communication.

The Summit is sponsored by Sheffield Hallam University, Epic Games, Kollider, Aardvark Swift, Staffordshire University and AIM Awards.

Tickets can be purchased here.

Other speakers from the educational sector include Dr Alan O’Dea from Staffordshire University, Dr Sharon Tolaini-Sage from Norwich University of the Arts, Abertay University, Fede Fasce from Goldsmiths, Dr Carlo Harvey from Birmingham City University, Dr Umran Ali from Salford University, Dr Charlie Hargood from Bournemouth University, Falmouth University, Dr Peter Howell  from Portsmouth University, Teesside University, Dr Chris Windmill from Derby University, Chris Healeand from Lincoln University, Jane Reed and Ant Cain from Sunderland College, James Bennett-Hill and Matthew Goodlad from The Sheffield College and Geoff Moore from the Confetti Institute of Creative Technologies.

 Other speakers from the sector include Philip Oliver from GameDragons, Rick Gibson from the BGI, Ian Goodall from Aardvark Swift, 3 speakers from Rebellion, Karen Hedger from AIM, Karen McLoughlin from Sumo, Melissa Jo Knox from Rare, Emma Smith from Creative Assembly, Marcia Deakin from NextGen Skills Academy, Marie-Claire Isaaman from Women in Games, Tom Murray from Dovetail Games, David Smith from Interactive Selection, Nick Duncombe from Playground Games, Unit 2 Games, Mark Eyles from TIGA and Dan Wood from Ukie.

The BGI is also launching a survey (http://bit.ly/GamesED19Survey) of educators and studios on games recruitment and education. Educators are asked to share information on their courses, the biggest challenges they face and what they need from industry. Studios are asked to share information on hiring graduates, working with educational institutes and use of apprenticeships. The anonymised data from the survey will be used to highlight best practice and allow respondents to suggest areas for further improvements and collaboration.

Ian Livingstone CBE said “This unique conference takes a strategic view of games education today, informing games course leaders and games studios about where the opportunities and challenges lie. The Summit will focus the debate on how UK studios and educational establishments can work together more effectively.”

Rick Gibson, CEO of the BGI, said: “To address the challenges and opportunities in games education and the talent pipeline, we need all the players in the same room, sharing how they work, what worked, what failed, how to improve and collaborate.”

Dr. Jake Habgood, Course Leader for Games at Sheffield Hallam University, said: “It’s incredibly valuable for educators to have a forum to discuss the collective challenges we face in games education and learn from the best practice of friends and colleagues with a common goal.”

Philip Oliver, co-chair and co-organiser of the Summit, said: “The Industry needs additional talent, especially as attracting overseas talent becomes harder due to Brexit. So we need to embrace and support educators, to ensure that the next generation of developers are not only inspired, but that they are taught what is required by industry and are able to arrive ‘job ready.”

 

 

 

2018 – a year of collaborations

Looking back on 2018, the first year of our existence, it was a year of collaborations to support projects, run live events, colaborate on bids and deliver our programmes.

We enjoyed working with over 60 different organisations on projects large and small, as well as members of our hard-working Advisory Board.

Thank you to all our partners and we look forward to another year of collaborations with more amazing organisations and companies.

BGI partners in 2018

Abertay University, Ali Hossaini, Anim18, Arts Council England, Bath Spa University, Bolton and Quinn, British Academy, British Library, Climax Studios, Code Liberation, Confetti, Craig Fletcher, Creative England , Creative Europe. Creative Scotland, David Wise, deltaDNA, Downing, Draw and Code, Dream Reality Interactive, FutureLearn, Game Republic, IGDA Scotland, Imperial War Museum, Islamic Relief, Jessica Curry, Kings College London, LCI, Leeds Digital Festival, Levehulme Trust, Make Real, Mattereum, Meg Jayanth, Mercia Technologies, Mixed Reality Labs, National Gallery, National Portrait Gallery, Nottingham City Council, Nottingham Libraries, Nottingham Theatre Royal and Concert Hall, Nottingham Trent University, Pilot Theatre, PlayIgnite, Playlines, Ritsumeikan University, Royal Concert Hall Nottingham, Royal Museums Greenwich, Scape Technologies, Serpentine Gallery, Sheffield Children’s Hospital, Sheffield City Council, Sheffield Hallam University, Sheffield Industrial Museums, Somerset House, UK Young Artists, University of Edinburgh, Edinburgh Futures Institute, University of Nottingham, University of Sheffield, Werkflow, Wiggin, William Galinsky, Women in Games, York Mediale and the Digital Creativity Labs at York University.

Thank you to the NVM’s Founder Patrons

We would like to send a massive thank you to the National Videogame Museum’s Founder Patrons, who have made our move and relaunch a resounding success:

Individuals Companies
Ian Livingstone CBE

Carl Cavers

Andy Payne OBE

Jonathan Smith

The Oliver Twins

Craig Fletcher

Alexis Kennedy

Darren Mills

Kelly Sumner

Paul Porter

Ian Stewart

John Romero

Miles Jacobson

Darryl Still

Joel Benton

Rebellion

King

Curve Digital

First Touch Games

Sumo Digital

State of Play

Epic Games

UsTwo Games

Sheridans

Playground Games

Introversion Software

Makey Makey

Wiggin LLP

Crows Crows Crows

SEGA Europe

Purewal and Partners

Bethesda

SFB Games

PlayStation

Boneloaf

Supermassive Games

Vlambeer

Studio Gobo

Chucklefish

Interactive Studio Management

HTC VIVE

University of Nottingham

We would also like to thank Sheffield City Council for their generous support.

The NVM is the UK’s only permanent playable videogame museum featuring over 60 playable exhibits from a growing collection of over 100 titles from the past, present and future of videogames.

If you want to support videogame culture in the UK, please contact us to become a Patron or a Friend, or you can help the NVM by funding it through Patreon.

National Videogame Museum sells out its first weekends

The BGI launched the NVM in Sheffield on 24th November and has sold out its first two weekends.

We also had around 200 people attend our launch party on Friday night, including patrons such as Ian Livingstone, Carl Cavers, Kath Bidwell, Paul Porter, Ian Stewart and Jas Purewal, games developers like Boneloaf and (who are also exhibiting in the museum), great and good from Sheffield, and lots of new friends from the cultural sector in the city.

The Museum was buzzing over our first two weekends, with over 1,000 visitors, lovely feedback, a lot of media coverage including BBC TV live broadcasts through Friday evening, and back to back interviews for the BGI’s Director of Culture Iain Simons and the BGI’s chairman Ian Livingstone.

 

We had lovely reviews from visitors:

“Really enjoyed visiting on opening day. Came with my 5 year old. Liked the ‘themed’ stations of games, my daughter particularly enjoyed the music games like Electroplankton.” (Joe Boynton)

@nvmuk Reliving my gaming past at the National Videogame Museum. Trying to play The Hobbit and still stuck in a room. Brilliant place, I will be back #playthemuseum” (Angela Greenshields)

“Had a great day out at @nvmuk! Will defo be back soon!” (Lucas Holt)

“I only went to accompany my daughter but I really enjoyed myself. Loved the dance game although I wasn’t very good and playing Pac-Man and Space invaders. Nice cafe and clean toilets. Very spacious. Gift shop. Just what we need in Sheffield for retro gamers. Stayed for three hours but time flew by. Will definitely go again.” (Rosemary Clarke)

We had a particularly lovely reaction from a mother of an autistic child who said it was “the best day of his life.” She couldn’t believe that the NVM developed his favourite game, Super Snowball Fight Party.

Have you visited the NVM yet? Come and #PlaytheMuseum!

National Videogame Museum to open in Sheffield in November

 

The past, present and future of videogames will be available to explore at the new, National destination.

Sheffield, 15th October 2018:

The National Videogame Museum (NVM), the UK’s only permanent games museum that celebrates videogames and the people who make them, is opening in Sheffield on November 24th.

The NVM hosts scores of playable consoles and arcade machines, innovative exhibitions of studios, their games and how they are made, as well as cultural festivals, clubs for kids and parents, and a host of events. The NVM will feature unique exhibitions reaching back to the industry’s birth and forward to games still in development.

Following an acclaimed run in Nottingham as the National Videogame Arcade, the new museum will build on a pedigree of strong review scores, consecutive TripAdvisor awards and 50,000 visitors a year.

“We’ve always tried to do more than just put out games for people to play”, said Iain Simons, Culture Director of the BGI, which runs the NVM. “In our dynamic new space, we’re bringing videogame creators into the Museum to meet their players, showing visitors what games mean and responding to our community’s requests and ideas for new exhibits.”

Following the success of previous exhibitions featuring Football Manager, Dizzy and Monument Valley, the Museum is working with games companies to create new, more ambitious shows. “We’re delighted to launch a test lab with Boneloaf’s Gang Beasts and we’re talking to publishers and developers about showcasing their work to our broad audience.”

Kath Bidwell, founder of State of Play Games, said “I’m really excited about the launch of the National Videogame Museum at its brand new home at the heart of Sheffield city centre. The games industry is fantastically creative and culturally significant and now we have a great place to celebrate and embrace that.”

NVM Patron and BGI Chair Ian Livingstone CBE said “The NVM is the games industry’s own museum, celebrating our games, our studios and our sector’s achievements over 40 years. I invite anyone who cares about the cultural life of video games to join leaders from across the industry and support this amazing project with content, evangelism and funding to help expand the programme in the years to come.”

The NVM has been supported by patrons including Ian Livingstone, Andy Payne, Sumo Digital, Rebellion, Rami Ismail, Masaya Matsuura and many others over the years. The non-profit NVM is seeking help from the sector to take videogame culture to hundreds of thousands more visitors”.

Follow: @nvmuk

(ENDS)

Notes to Editors

Press Enquiries

Alison Beasley, Lincoln Beasley PR. E: alison@lincolnbeasley.co.uk  M: +44 (0) 7966 449130

The NVM: e:  info@thenvm.org

About the National Videogame Museum

The NVM is a museum that educates the public about the art, science, history and technology of videogames. The NVM celebrates videogame culture and allows the public to play most of its exhibits, which include games consoles, arcade machines and other interactive experiences, including games designed exclusively for the Museum.

The Museum displays the UK’s only permanently accessible collection of over 100 videogames as well game memorabilia, ephemera and new exhibits which interpret and explain videogames for everyone. Formerly the National Videogame Arcade in Nottingham, the Museum has welcomed over 100,000 visitors, including hundreds of school visits, since it opened in 2016. The Museum presents a mixture of permanent and temporary exhibitions that are scheduled up to 2 years in advance, some of which tour the UK.
The NVM is operated by the BGI, a new national agency for games culture. The BGI is an industry-led initiative that was announced in January 2017 to win new funding for games production, culture, diversity and skills, in collaboration with new and existing partners.

For more details about the NVM, please visit: http://www.thenvm.org

For more details about the BGI, please visit: http://www.thebgi.uk/

Continue Annual Conference @ York Mediale

The beginning of October saw the latest in the BGI’s series of Continue events. Co-organised by Pilot Theatre and York Mediale, this ambitious two-day annual conference brought together heavyweight speakers from the games, culture and arts sectors, deep insights into some of the most creative and immersive theatre, storytelling and education projects – along with game jams, badgers, and a group of three year olds stress-testing new interfaces for gameplay and blasting into space. Typical Continue fare then!

The two days kicked off with BGI Culture Director Iain Simons discussing the importance of ‘platforms’. Looking over through the experience built up over a decade of running the GameCity festival and the National Videogame Arcade, Iain spoke about the way in which different configurations of creative constraints had created new platforms for commissioning exciting work throughout buildings, in specific rooms or across entire city centres.

The call to think about establishing new platforms for making and commissioning creative work was picked up by the NVA’s Professor James Newman who led the diverse audience of arts and theatre practitioners through their first experience of game making. Based around the unexpected – and unexpectedly inspiring – theme of ‘badgers’, eight teams spent an hour and a half of focused making, breaking and remaking as they designed, playtested and refined their creations. As well as giving rise to the most amazingly varied set of word games, puzzle games and board games, the session highlighted ways of using game mechanics to explore complex ideas (from debates around the control of TB to authenticity of ‘alternative facts’) and showcased new ways of encouraging a greater diversity of participation in gamemaking.

The morning was rounded off by a presentation by Professors Peter Cowling and Marian Ursu from the University of York‘s Digital Creativity Labs on creativity and AI. Provocatively entitled ‘Is creativity the last bastion of humanity?’, Peter and Marian began by considering whether creativity is a uniquely human trait and ended with a fascinating discussion about whether an AI capable of creating visual art or cinematic set design could ever really ‘care’ about what it was doing in the same way as an human.

The afternoon programme comprised talks and showcases by a diverse range of artists and gamemakers including Simon Will from the internationally-renowned collective Gobsquad speaking about the robot opera ‘My Square Lady’, Sarah Butcher from Non Zero One and Tom Bowtell and Elliott Hall from KIT Theatre talking about the pioneering work in immersive theatre.

Sam Barlow made a break in his hectic production schedule and Skyped in from New York to talk about the inspiration for the smash-hit game ‘Her Story’ and the process of creating an original experience based around a computer interface and the true crime genre of fiction. Discussing the perhaps surprising absence of Her Story clones, Sam spoke about the challenges and opportunities of working on the much-anticipated spiritual sequel with the support of Annapurna Interactive.

The first day concluded with Continue’s infamous ‘Panel Machine’ firing out questions on arts funding, code clubs and the U.K. computing curriculum, and opportunities for more cross-sector networking and collaboration.

Again, set in the wonderful Hospitium building in the heart of the grounds of Yorkshire Museum, day two began with the Playable Conference and it was nothing if not diverse. Virtual Reality, the UK premiere of binaural soundworks Nightmare and Sweet Sixteen, brainwave controlled movies with over 17 trillion possible narrative combinations created by the University of Nottingham’s Mixed Reality Lab, new twists on the board game incorporating mobile phones and social media, or spaceships controlled by tinfoil hats, a selection of fruit and a microcontroller were all on show – the latter being a particular hit with the group of three-year-olds from the local nursery who joined us before their alfresco picnic.

Day two continued with more fascinating talks from Invisible Flock reflecting on the challenges of developing and implementing the ambitious ‘If You Go Away’ augmented reality experience and Leila Johnston’s guide to storytelling and technology which offered insights and practical tips drawn from Hack Space and other work.

Before the Panel Machine was rebooted for the closing session, acclaimed journalist, author and now Media Molecule Narrative Designer Cara Ellison offered a uniquely personal insight into the promise of videogames as a real and virtual space within which to tell new kinds of stories. Delivering a sneak peak into one of the most anticipated PS4 titles ever, Cara demonstrated ‘Dreams’ to a rapt audience of theatre makers and artists.

And so, just as it began with a discussion of platforms for creating new work and engaging new audiences, this edition of Continue closed with a discussion of videogames and gameplay as a platform for new forms of storytelling. And again, we’re proud to have created Continue as a platform to host and showcase such diverse creative works and inspiring ideas.

Calling all arts organisations and video game creators…

Discover how to reach new audiences in new ways with Continue 2018. Leading practitioners in cross artform projects unite to exchange secrets and perspectives at the bleeding edge of multimedia storytelling and narrative.

Brought to you by The British Games Institute (BGI), Pilot Theatre and York Mediale, this ambitious two-day melting pot of ideas features industry heavy-weight speakers from the cultural and gaming sectors, open discussion and candid sharing, a micro-game jam and exclusive project demos from immersive tech to theatre.

Continue reading “Calling all arts organisations and video game creators…”