Cooking up social good, media & games tasties.

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We’ve kicked off our new Alpha Pad apprenticeship this week with a total of 64 new starters all signed up. The objective > provide young people aged between 16 & 18 a chance to develop their work experience in digital subjects.

To break the ice we commissioned LearnPlay Foundation to run their fantastic enterprise and creative design activity called The Den. Groups are turned into small companies and members taught various skills through masterclasses, such as; design, project management, business and presentation skills. 

Throughout the day companies compete with each other to produce their company idea, spanning from game concepts to new products, using Little Big Planet 2 to help visualise their ideas in effective and creative medium. Companies choose how they will use funds to invest in external expertise or technologies which can help them to develop their ideas further and give them the edge over other companies. 

The Den ends with each team presenting their ideas to a panel of judges to gain investment and overall dominance. 

Seriously, the activity is there to help us as a company identify skills and talents, needs and requirements, attitudes and issues early on so we are not totally in the dark as well as apprentices the chance to get to know each other and them to know us. 

Immediately we were impressed at the level of talent and creative skills young people possess, remember a lot of the new apprentices have had tough lives so far, no jobs, lack of direction, fractured upbringings and no experience; so its a challenge. A few of course are focused and its made our lives somewhat easier to guide them towards creative ambitions early on. 

Our challenge internally isn’t to replicate a college or school environment, thinking of creative ways we can engage everyone and harness their skills or tease out their abilities through the process. Some young people just want the chance to vent their creativity, already we’re seeing this with a number of apprentices bringing in story ideas, not just stories but fully worked out character profiles, drawings of characters/locations and story boards. One young man you is exceptionally talented at producing music, soundtracks and sound effects, totally focused on the tasks given to him and freedom to explore his ideas and produced in one day several tracks which were awesome!

Our new department heads have a lot of work ahead of them, planning, structure, creating funky ways to introduce new technologies and ways of thinking to engage apprentices in games design and social media. This is a totally new way of working and fluid, so the pressure to adapt in the early days is fascinating to observe. 

We want Alpha Pad to grow organically, in a space of a week this is already happening.

Young people are starting to cluster around particular skill sets,such as; drawing, games design, audio production, concepts, blogging and social media (Twitter is on the rise).

Instead of the school approach of classes, we have natural groups forming, passionate groups that want to show off their abilities and want to work with likeminded people. 

We’re all learning as we go, our hope is to provide an exciting insight and experience in digital apprenticeships and develop work related skills that young people need support in developing.  

Its only week one. We’ve already learnt so much. Lets see what week two has to offer. 

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Receiving a new phone is fab, especially when its the iPhone 4S, but when pop3 doesn’t work to send emails you might get into a sticky situation and through the bugger out of the window. 

After a few weeks of trying to find a solution I found one. 

Backup your phone first. 

Plug your phone in and open iTunes.

Goto “Info” tab and tick all your email accounts which you had previously added but had problems sending (even though you had added in the correct info on your phone).

Then sync again. 

Test to see if it works with a simple email test to your accounts. 

It worked for me. Hope it does for you. 

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Last night I attended the Launch ’Games & Digital Meet-up’ held at the new games incubation centre in the heart of Aston Science Park.

Dr. Jo Twist, new head of UKIE was guest speaker, who explained to the packed crowd of games developers, content providers, artists and friends what UKIE is here to do, referencing the incredibly important Livingstone-Hope Review and its battle to get computer science into schools.

After several years of supporting, contributing to and investing effort into the Birmingham games development scene, its fantastic to stand back and experience how far we have come. 

Back in 2007 we commissioned a report into the labour market & skills demand for the games and serious games industries which we hoped highlight the needs of industry and support the skills sector required. The impact of this report helped to influence & inspire the development of Gamer Camp setup by BCU to nurture talent hoping to develop a careers in games development, to hone their skills before the final step. 

One of the main aspirations, thinking and drive of our work was to formulate a process which reached back to primary school age. Providing support and activities which supported education to embed computer science into the curriculum. Which is now being spearheaded by UKIE with the Livingston-Hope review being their ammo.

However, our ambitions stretch even further and now we are undertaking an apprenticeship scheme from our base at The Public we are working flat out to provide methods and frameworks for engaging with young people who have talent, but haven’t necessarily gone through formal education. Although it will be difficult at first, we have, on a micro level, engaged with young apprentices and proven they can create ideas, be taught technical skills and be inspired to develop themselves in the hope of achieving something of value. 

We call this our finding school. In combination to Gamer Camp being the finishing school. 

To support our apprentices, we will be reaching out to gain whatever support we can from anyone willing to give some spare time to inspire these young people. 

More on this as it develops… 

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Since Nintendo released their Wii and DS systems there’s been a huge rise in people who would have never have normally touched a gaming device suddenly becoming evangelical of the religion of video games.

The Wii was the real beginning of mass games technology consumption. Cheap, easy to use, fun to play, we adopted it as a new family member with its big blue smile spread across its face just waiting to please… People in droves fell in love with Wii.  

The honeymoon period lasted until the introduction of Wii Fit and is propped up with Zumba for a percentage of Wii owners (note this is still a large audience), but what many others begged for was a system which would provide the ultimate social platform, Nintendo missed a trick.  Microsofts Kinect popped up, kicking Nintendo squarely in the teeth with an established player base and simply adding a gesture/movement interface to their already powerful hardware. Microsoft even evolved the look of the 360 to look cooler.  The look came with the evolution, innovation, led by trend. Trend led by the need for content. 

New platforms are brilliant, but content is king. Much like a water pipe. The pipe being the platform, the water being the content, if the water is polluted people react.

The rise and rise of the App is the new buzz, go to any technology conference and every company is promoting their App to engage and provide technology users with interesting ways of interacting via platforms. All to drive traffic and eventually generate sales.

Angry Birds kicked off a whole genre, even if its play mechanics have been witnessed for many years, but AB hit a nerve with consumers. Now its just as a game, its evolved into a franchise all through the release of a 79p game. With several new releases popping up as seasonal themed version, the introduction of films, clothing, toys, trading cards, sweets… those birds are being flung to the moon. The ambition of the game has gone supernova and is making millions of pounds.

As is tradition with all successful products, a whole bunch of inspired spinoffs, knock offs and bad imitations surface… and most of the time they also make money. Tribes flock around simular content. So from the simple idea of throwing a collection of cute, annoying pixel birds at pigs and bricks the economy is pumped with new money, a lot of money. 

These new ways of creating growth don’t happen through traditional processes, its not through manufacturing in huge industrial units, it happens in the back bedrooms, over a coffee, sitting at a laptop and can now be achieved via an iPad.

Turning a basic games of birds and pigs into mega bucks happens more importantly through creativity. Coming up with an original (sometimes not) fun game, giving it a cute title which will attract customers to part with their hard earned 79p (‘Throwing Birds at Pigs’, isn’t much of an engaging title), finding a team to develop the title (coder/s, artist/s, tester/s, sound engineer/s, physics engine specialist/s) and then either mass marketing, getting friends and family to help promote the product or through the trending luck game you might be a success and pay off the original investment.

In the case of Angry Birds, it cost around $140k to develop and has earned an estimated $70 million of sales. 

Platforms might need engineers and technology experts to design, however, it requires creative minds to design and engineer engaging content or platforms, no matter how big, can fail. 

Investment opportunities are scarce for indie developers, a lot of great ideas simply don’t get off the ground. So what can the Government do to help the indie? Could it provide small loans? Grants? Incubation space? A pat on the back?

What initially needs to be done is first listen and learn. Engage with those in the know, those that have succeeded and those who haven’t.

This is not an industry led by capital investment, thats the easy bit. Its led by ideas and creativity which need foundation support to get off the ground.  

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Over the last ten years of working with disadvantaged young people there has been an abundance of slang and urban street wording thrown into the mix from the audiences I’ve engaged and worked with, some colourful, some creative. None more astounding than ‘sik’. As a child born into the 70’s and growing up with the 80’s our generation can’t avoid it has contributed to this slang language timeline evolution with such words as ‘ace’ and the equally bad ‘bad’. 

Like two sides of a coin, each word is of course the complete literal opposite of its meaning, other than ace of course, which is just stand alone… ace (ace what pilot? in the hole?, shot?). So its all so confusing as an older bod. 

In the last three months we’ve undertaken, what seems, a global push to engage and employ a significant number of young people onto a youth apprenticeship program.

Todays figures of unemployment is staggering and its quite easy for my ‘ace’ and cynical generation to explain to kids that we didn’t have your problem when we were growing up of not being able to get a ‘real’ job. They seemed aplenty at the time and that’s without the internet, social media and a global economy to take advantage of. Well… lets not get carried away talking about that mess. 

So what do you do with tonnes of young people? Well thats the magic. You treat them like responsable adults and use good old 1980’s and good parenting rules to teach them how to behave in a working environment. Something thats lacking from our educational establishments and in modern parenting. I really don’t care about Government reports stating we should do this or that. There is a real problem supporting young people and its now apparently the private sectors role to sort out the mess. Bring it on.  

I work, not on my own, there are many levels of assessors, mentors, team leaders and Directors, to engage their minds, to teach them diversity of thinking. To stretch their abilities, creativity, talents and think laterally. At first to break the entrapment of their systematic autopilot conscious understanding of learning and lead them to an amazing place called ‘focus’.

We test their abilities, challenge them, use their interests to help us become more effectual and then focus them as productive and passionate people.

Half the time its a case of asking them to, quite literally, pull their pants up. Most have not been educated in the wonderful invention called a belt, ok half the time might be a bit of an exaggeration. Its all the time… no of course not. Yes. :/

There’s thousands of people who’ve either lost their jobs or try as hard as they can to fill some respectable shoes, however the system, and ffs I don’t intend to get (too) political in this blog, are stuck in a trap. Can’t get a job because my benefits will be cut, cant get a job because my parents benefits will be cut, can’t get a job because my hamster will lose its… Its Trainspotting all over again… 

I’m headed up a new apprentice scheme aiming to lead young people into, hopefully, a role for them in my company, lead them onto further education, start a new business or possibly something we have yet not thought about.

However, shaping a company, developing products and doing all the jazz that comes with running the show is hard enough. To then become what seems to be an extended family member, entrusted to employ and look after the ambitions of a current generation seems somewhat a daunting and scary task. Its challenging my spirit, my motivation, my courage and my choice to get out of bed. It could eventually cause me to say… “Can’t come in today guys. Its effecting my mental benefits”. 

Of course this is all rubbish. I bloody love what I do. I love the challenge. Ten years ago I opened a small gaming centre in the small town of Walsall. It was a crazy thing to do, but I followed my gut. I loved computer games so much and the social aspects of something that was indeed frowned on by many a peer generation that I rebelled and created a gaming centre to share my passion for something so cool and funky, which of course, financially it was a failure, mainly because what I was introduced to was young people, more so a lost generations from mixed backgrounds and cultures all flocking to our doors eager to be a part.  They shared in something inherently important as air, language, culture and passion. They shared a passion. Games. My passion. I could relate. 

I didn’t care much for school. I preferred being lost in worlds created, quite literally by a generation above me (the 16 year old Oliver Twins and Codemasters products) who challenged me to move strange and colourful pixels around challenges, back when gameplay was king and eye candy graphics was a Steve Jobs pipe dream. Games evolved. So did we as a cross generation of tree house building, BMX riding, gamers began to rise. 

So when a small gaming centre populated by young people with no expendable money my dire need to spred the games caused me to do the anti business choice. I didn’t charge as much as I should have. I did to get by, to keep the ship afloat, but it took hardcore figure bashing grey stuff to keep it going, that and loans up to my pixels. 

The games continued… Allnighters, thats games played thoughout the night for the non game educated. Sometimes a few nights in a row. This was challenge and social development on a whole other level, we all had become bosses. These kids that society frowned upon for their passions were still victimized for their hobby. It was obvious to me that the generation of outcasts, game playing freaks used humour and their own intelligence to get through their shared ‘normal’ societal issues. The ability to have a joke, but equally care about each other as good friends showed strong character development. 

We had young people from all walks of life join our groups. From different countries even, who could find comfort in their skin, find an ego and personality through their use and understanding of technologies and their eagerness to share. Share share share. Everything from how to fix a computer, to my cars broken down. Family crisises to births and deaths. Games held it all together. Which drew the crowd and kept everyone in their bubble of positivity, I simply was the orchestrator of the environment and maintaining the continuity of the game. 

To keep the ship afloat, it needed more. We needed a whole other kettle of fish to help us. The eureka moment hit me. Games are having a positive effect on young peoples lives. So bloody obvious. Well to me. After that the real challenges came. 

Research ensued. Networking. Talking. Presenting. Showing. Talking. Pointing. Where to start? Why to start? Why games? Games are bad.. hmm k. O_o

Twelve months later. We had a not for profit company in place, Government funding and results. The same young people who’d been a part of the blood sweat and tears had been the original driving force to develop the use of games in a learning framework, called 19. 

Why 19? Apart from the Paul Hardcastle track, influenced at the time by the playing of a particular war game, but more significantly at the final moment of being funded I was informed (meh) that “we know you can engage young people. We want to limit the impact, so only engage young people over 19”. Ok cheers for that, when we have loads of unoccupied youth centres, young people on the streets - disengaged, here is a model for engaging these kids with a proven model for engaging those who are most at risk!

Thanks for the title. 

Ten years later and the majority of those who we engaged with still are strong friends and some have moved on with us to engage, train and develop other young people through more exciting and technology rich programs using games at the heart. Its mucho ace. :D

From a small nut. Grows the mighty Oak… Bad. 

Computer Stupidities: Operating Systems

I Heart Chaos & The year 2000 as envisioned in the year 1910

http://animals.m0.timduru.org/ids/albums/squirrel/Picture12.jpg

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I’m standing in the middle of a high security military base in an undisclosed part of the country, frantically capturing ideas in my trusty notebook.

This might sound like a reconnaissance mission for the latest Operation Flashpoint, but in truth (and just as exciting) this is a research project on Counter-Improvised Explosive Disposal (IED) training. Myself and Professor Robert Stone of the University of Birmingham are here to assess the training process and to gather intelligence to help with the creation of games based solutions.

Games technologies are increasingly being used worldwide for education and training, in many cases the ‘serious games’ label provides audiences with a genre in which to define them. Many of the people behind such products hope to revolutionise learning and make it more interactive and immersive.

Yet, standing here, watching as the trainee Wheelbarrow remotely controlled vehicle (RCV) operators attempt to open car doors, traverse railway tracks and climb stairs, I’m overwhelmed by the potential and the wide range of scenarios in which powerful games & middleware technologies could be used as practical tools in which to create compelling solutions to complement and increase the effectiveness of the training process in such applications.

We can’t get carried away with ourselves; as a small developer the restrictions are not insignificant. Support, budgets and access to expensive development technologies are major factors to us. We’re not here to create a console blockbuster, we are here to help save lives. What price do you put on this?

Professor Stone (a veteran in this field of work) and I receive a first hand insight into the roles, tasks and responsibilities handed down to these groups of brave men and women who risk their lives for people and property. They have to think quickly and creatively, knowing that for every action there can be a very unequal reaction; everything is against the clock as they put their expert skills to the test.

We feel honoured to work so exclusively with them and humbled by their humanity and unique camaraderie. We want to help, indeed we feel we have a duty to help, but it’s still early days, and with spending reviews decimating the little budgets available we see challenges ahead.

We are games scientists, of a sort, experimenting with our much beloved gaming technologies in an effort to create engaging content that currently does not have a clear financial return. Although our return could be seen as more worthy, it it not yet as respected as it could be.

Our experience, skills and creativity are used to create solutions designed to enhance know-how in the laudable pursuit of saving peoples’ lives. After four days of intensive fly-on-the-wall field research, we face the incredible challenge of returning to our corner and creating cost effective solutions with no real idea of where this could take us.

Returning home, I can’t help but reflect on the world through a new lens. I think of how little people know of the courage of the men and women we met. It resonates in my mind as to how shocked they would be to learn that computer games technologies are being used to help enforce the training of these guys. “Games? Are you serious! Games are for children, aren’t they?”

Colour Blind Play

Today I’ve setup this blog to help fellow colour blind gamers to join up to discuss, share experiences, learn about ways of coping and to hopefully impact upon the games industry in making games with colour blind settings.