Mudlark is a cross-platform production company. We build games and interactive content for mobile, tv and the web. We have created unique content across emergent and established platforms for the likes of BBC, Channel 4, Games For Change, Royal Shakespeare Company, Ogilvy, Birmingham City Council and the National Maritime Museum.
Mudlark is known as an instinctively experimental studio — taking risks and stretching the possibilities of digital platforms. We’ve driven competition via travel smart cards, told Shakespeare on social media, redefined the way a university presents itself on the web, conducted scientific trials over your iPhone, and made social impact games for Indian and African mobiles. In every case, we focus on the experience of the audience and user. We look for the best way to deliver content for different behaviours with our user-centred, mobile-first design approach.
In 2014 Mudlark took the decision to change direction, to move away from the mixed model that incorporated own product development and service work for clients. We instead chose a model that focuses on product development. We still take a limited amount of service work in sectors and on projects that are of interest to us and can develop our knowledge and skills but we are concentrating on our own products and IP, with an emphasis those with data-driven and locative emphases.
Wend is a mobile game that is built out of the journeys you take and the people you encounter and share with. It is a unique map of your personal travel that grows the more you explore. Each journey is a possible level in a game where you can essentially play your own routes. Different modes of travel reward in different ways. Find collect and harvest tokens that you can use to solve puzzles that unlock new levels of play that you discover on your travels. The only limit to the games you can generate is where you choose to go.
Developed with the University of Lancaster with backing from Creative England, Cold Sun is an infinite runner game for iOS that takes real-time weather data from a player's location and amplifies it in a game universe where climate change has drastically changed everything.
Silver will be a digital game that provides a new two-way data exchange service for retail customer loyalty programmes. The data the retailer currently collects from each customer every time s/he uses their loyalty card would be shared back with that customer in a data-driven gamification that gives each customer/player insight and entertainment.
This web-based pervasive game pioneered the concept of giving people’s data back to them in a game interface, literally “re-presenting” to individuals the data they generate in their use of public transport with travel smartcards. Oyster Card swipes were returned in the form of gamified online logs visualising and rewarding their daily travels around London, with achievements, collections, social media challenges and missions. The game gained 10,000 players at launch.
Half the Sky
Three J2ME games for target audiences in India and Africa on non-smart, low-end, widely-available mobile handsets blending social impact content with compelling gameplay.
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