16/09/2016 UPDATE: We won a BIMA award for this project. We were nominated for the Education category. Well done to the Jollywise team involved and thank you to BBC Connected Studios and the BBC History team for letting us work on such a great project.
27/09/2016 UPDATE: We won two Lovie Awards for this project. How to Survive A Nuclear Bomb won the Bronze Winner and The People's Lovie Winner in Web: Schools & Education. This is a great honour: not only have the International Academy of Digital Arts & Sciences (IADAS) picked our work as one of the very best of the European internet, but now the online public have, too!
Working with the BBC connected studios team and BBC History. Our combined ambition was to tell a compelling narrative about a nuclear attack on Mainland UK for a new audience (16-24) that perhaps do not understand contemporary cold war history. Our storytelling needed to emotionally resonate and touch the same demographic 35 years on from the ground breaking TV shows of the early 80s, Threads, When the wind blows, and the still banned - The War Game.
Relying almost exclusively on the source material taken from the now Declassified "Population Responses to war" our scenario imagines the 3 days directly after a nuclear device has been detonated. In the 80's the states response was to go into hiding for up to 72 hours. The perceived wisdom being that with no civil authority to rely on, populations had to fend for themselves and innate survival instincts to help each other to survive would kick in.
We developed a hybrid experience in HTML5 that is part game, part graphic novel and part live action. Players assume a proxy and make decisions on their behalf. The game is played out over a time elapsed 3 day period, and the objective is keep your proxy alive for long enough until the authorities come back on line.
Throughout the game, players encounter the good and bad of society, and they have to make decisions against the clock based on both their own moral compass and the need to keep their proxy alive.
Every decision players make affects either their health or their morale, so decisions have to be weighed up. A wrong decision can lead to death or despair.