INFORMATION PACK 2012/13 Hide&Seek came into existence with a live event: the UK’s first festival of pervasive games, held at the BFI over a weekend in May 2007. Since then, even as we’ve diversified into consultancy and digital projects, live events have stayed a core part of who we are, even as more and more live games have sprung up across the UK and the world. These games make your heart race, change the way you see the world, create intense bonds of personal connection with people you’ve only just met. They turn passers-by into audiences, and audiences into players. Alex Fleetwood Director, Hide&Seek GO LIVE! Hide&Seek Live Events 2 The Sandpit 3 The New Year Games 4 Tiny Games 5 Hinterland 6 New Game Commissions 7 Team Building and Creative Consultancy 8 Contents Photo Contributions From: Trigger, Paul Bennun, Peter Law, Sarah Butcher, John Need, Douglas Robertson, Lloyd Smith, Alex Simmons and Matthew Hall
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Alex Fleetwood Director, Hide&Seek or unusual skills, so they invite participation from any interested passer-by. We developed a set of Tiny Games tailored to the outdoor areas of
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INFORMATION PACK 2012/13
Hide&Seek came into existence with a live event: the UK’s first festival of pervasive games, held at the BFI over a weekend in May 2007. Since then, even as we’ve diversified into consultancy and digital projects, live events have stayed a core part of who we are, even as more and more live games have sprung up across the UK and the world.
These games make your heart race, change the way you see the world, create intense bonds of personal connection with people you’ve only just met. They turn passers-by into audiences, and audiences into players.
Alex FleetwoodDirector, Hide&Seek
GO LIVE!
Hide&Seek Live Events 2
The Sandpit 3
The New Year Games 4
Tiny Games 5
Hinterland 6
New Game Commissions 7
Team Building and Creative Consultancy 8
Contents
Photo Contributions From: Trigger, Paul Bennun, Peter Law, Sarah Butcher, John Need, Douglas Robertson,
Lloyd Smith, Alex Simmons and Matthew Hall
Hide&Seek is one of the most
innovative and creative game
design studios in the world, and
one of the core elements of our
output is the delivery of pervasive
live events.
Our live work includes large and
small scale social games,
participatory performances, and
playful experiences that can
happen anywhere in the physical
landscape.
We create, collaborate and
produce live events for clients in
the commercial, public and cultural
sectors. We work with cultural
organisations, artists, advertising
agencies, brands and
broadcasters.
Our values are centered around our
belief that play - as a theme, art
form, way of being, and design tool
- is integral to understanding how
culture will develop in the 21st
century.
Hide&Seek Live Events
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Hide&Seek founded the UK’s first
festival of pervasive games in
London in 2007 and are currently
Artists in Residence at the
Southbank Centre.
We have worked on cultural
commissions with the BFI, Royal
Opera House, Tate Media, National
Theatre, LIFT, National Theatre
Wales, Livity, BBC.
Our corporate work has spanned
interactive marketing for Cadbury,
commercial events for PlayStation
and transmedia partnerships with
Warner Bros and Film4.
Our work has been supported by
Arts Council England, NESTA,
Technology Strategy Board, British
Council and the Jerwood Charitable
Trust.
We are also able to offer bespoke
team building events and creative
consultancy for organisations
wishing to explore play,
communication and interactivity.
We’ve helped organisations to win
awards, increase ROI, turn problems
into solutions and make clients
happy.
What can we offer you?
• A large or small game for your city, venue, festival or conference
• A brand new game designed for a particular project or space
• Team building events
• Creative consultancy
The Sandpit is a regular
programmed evening of social
games and playful experiences. It
has been running since February
2008.
Sandpits have taken place at dozens
of venues across London and the
country, from the V&A to the
Southbank Centre, the ICA and the
Barbican, and more venues across
London and the UK: in galleries and
railway tunnels, cinemas, mixed arts
venues, parks and public squares.
There have been more than 40
Sandpits since 2008, each one
different, programmed with games
that explore the venue, its
affordances and a particular theme.
We’ve invented games about spies
for the BFI’s James Bond
Weekender, played at shipping and
trading at the National Maritime
Museum, and explored translation
in association with the London
International Festival of Theatre.
The Sandpit
is both a
great event
for players,
and an
opportunity
for artists to
try out new
modes of
making
work. Most of the games at each
Sandpit are brand new and
developed specifically for the event,
curated by Hide&Seek. Each time
we invite ideas from our regular
network of designers, from
attendees of past Sandpits, and
from artists who are new to us, and
then work with them to develop both
their games and the overall event
into a cohesive whole.
The Sandpit offers the chance for
games designers, venues and public
players to
network, share
experiences,
engage in
dialogue about
games and
discover
venues in a
playful way.
The Sandpit
Want to host a Sandpit?
•Sandpits are a great way to open a new space or exhibition or to encourage your audiences to interact with your venue
•They are tailored to their context, with new games and a different theme each time
“Sandpits let anyone, everyone, create and play, even those of us
with no knowledge of game-creation. It's an extraordinary environment
that encompasses exploration, adventure and discovery, and best of all, it's collaborative and immersive.”
Jeni Toksvig, musical theatre writer
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On 1 January 2012, Edinburgh’s Old
Town was transformed into the
home of The New Year Games.
With games spread across the city
and 12,000 players, it was the UK’s
largest ever pervasive games
event.
Created with Edinburgh’s
Hogmanay and produced with
Unique Events, The New Year
Game's pitted two teams – the
Uppies and the Doonies – against
one another, inviting everyone to win
tokens and then bring them back to
their team’s giant wicker
sculpture: the Silver Eagle for the
Uppies, and the Red Stag for the
Doonies.
Many of the games were devised
with local artists, and took place in
indoor cultural spaces across the
Old Town. Players became remote
radio controllers or sightless human
agents at the National Museum of
Scotland; hurled paper airplanes at
an invisible band at The Hub; leapt
through a series of three-
dimensional hopscotch courses in
Dance Base; and tried to sneak to
up on the Minotaur at the centre of a
labyrinth in St Giles' Cathedral.
Outdoors, the Grassmarket became
the city’s playground, featuring street
bands, a fairground, a giant screen,
and everything from Helter Skelter
Bingo to blindfold Giant Jenga.
The game culminated with a 4,500
player finale: drummers, giant balls,
flags, poetry, the Lord Provost of
Edinburgh and fireworks.
The New Year Games
Go Large?•Large-scale games can
transform a venue or take over a city
•They look spectacular and draw in passers-by by providing something for players at many different levels of engagement
•They can involve anywhere from 1000 players to 10,000+
“Tiny Games” is the name we give
to a collection of small,
straightforward, site-specific
games that run as an installation.
The rules to a Tiny Game sit in the
real world, perhaps on a vinyl on the
ground or a small sign stuck in the
grass. Their rules can be
summarised in just a couple of
sentences, and need no special
equipment or unusual skills, so they
invite participation from any
interested passer-by.
We developed a set of Tiny Games
tailored to the outdoor areas of the
Southbank Centre, to run during
the 2011 school summer holidays.
These ten games sat in place around
the site, where passers-by could
encounter them and play.
Tiny Games can be drawn from
our existing collection, or
designed for a particular space.
They can run for long periods of
time without moderation or the
need for on-site equipment. They
can be tailored to any space and any
event. We’ve developed Tiny Games
for Christmas, and Tiny Games to
play in a queue: the format is very
flexible. For instance:
Eye Contact
A game for two or more players.
Race from one end of the terrace to
the other. You’re only allowed to
move while you’re making eye
contact
with someone else.
Go Small?
“The paving slabs became our chess board, working our way up and down different levels of
the outside space engaging with the
environment in completely wonderful
ways.”Clairey Ross
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Tiny Games
•Tiny Games work well in festivals, city centres and cultural venues
• They can go indoors or outdoors
• They are easy to understand, and encourage people to play without the need for expensive installations or moderation
Hinterland is a game that turns into
a poem, a collaboration between
Hide&Seek and performance poet
Ross Sutherland. It was initially
workshopped in a week-long
residency at Battersea Arts
Centre, and then presented for the
first time at
Forest
Fringe,
Edinburgh
in 2011.
Hinterland is
a game
about
language
and cities.
Players
venture out into a city armed with a
booklet of questions in a foreign
language; they need to seek
answers from strangers who can
help them to translate. The player
and their new acquaintance then
answer the questions together and
telephone them into
the Operator: an
automated robotic
voice.
At the end of each
quest, the player
receives their
reward:
a canto of poetry
to listen to,
personalised to
reflect their
answers to the
set of questions
and sent direct to
their phone.
The player can then return to the
Hinterland Waystation, a physical
space within the city, to move onto
the next canto, picking up a new
booklet of questions and moving a
physical representation of
themselves within a sculptural
installation.
As the poem progresses, the player
finds that their answers to all the
Operator’s questions become
increasingly significant; answers that
they gave appear in the text,
sections of the text branch out
depending on the responses. This
means that each player creates a
completely unique poem from their
individual experience. The poem is
not just customised for them: it is
about them.
Hinterland
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Want to be part of the tour?
•Hinterland is available for national and international touring
•There are many possible incarnations of Hinterland
•For more information on the work and a tour rider please contact us
“Hinterland just got better and better, each exchange more
pleasant than the last. Completing the final Canto, it
felt like a religious experience” Dan Canham, Hinterland Player,
Edinburgh
Battlefield is a playground game
designed to teach children about
the Norman invasion. It was developed as part of the BBC’s
Normans season, as part of the
Hands On History activity packs.
We were asked to create a
playground game that worked for
children aged 7 to 11, required
minimal equipment and taught its
players about the Normans. It had
to be expressed in a simple
ruleset that could be distributed to
teachers and play leaders, and it
had to work in a wide variety of
contexts: schools, organised groups, after-school care,
anywhere ten or more children
might gather.
The final game, Battlefield, is a fast-paced active game that
simulates the Battle of Hastings,
introducing children to the idea of
the Norman invasion and to the
tactics of the opposing armies.
Take Me To Your Scientist was a
brand new game developed for the
Science Museum, London. It ran in
the closed museum from 10pm to
midnight, as part of the week-long
Player festival.
The game sent a hundred players
sneaking and scurrying through the
museum, decoding messages,
creating fake placards and trying to
defeat the bureaucracy of the
fictional Intergalactic Threat
Assessment Committee.
The brief from the Science Museum
was to create a game that helped
get people excited about the Player
Festival; that would run for two
hours or less; that would sell out its
capacity; and that had some
scientific content, all whilst taking
advantage of the museum space.
New game commissions
The Normans (BBC)
Games for all occasions...
• A specially designed game can work for all sorts of different contexts
• We’ve made games for everything from conferences to playgrounds
• Gameplay helps to encourage participation, sidestepping the “why should I join in?” impulse
• A game developed in response to a tightly-focused brief is a great way to teach, energise, encourage or explore
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Take Me To Your Scientist (Science Museum)
The WonderLab is an opportunity for
world-class practitioners to come
together and explore new ideas
around digital tools, playful
structures and their own work. Ten
participants come together to share
their expertise and insights, moving
through a carefully structured
three-day process, guided
by experienced facilitators.
The first Lab followed on from
the Hide&Seek Weekender, a
weekend of social games and playful
experiences which ran as part of the
London International Festival of
Theatre. During the Lab, participants
heard a series of short, vibrant talks
from an array of informed voices and
shared insights from their own
practice. From these inputs, the
group were encouraged to rapidly
prototype new project ideas and
experiment with new
approaches. The Lab is designed
for expert practitioners and is
intended to refresh their vision,
create high-level connections and
inspire radically new forms of work.
The first WonderLab was supported
by the Jerwood Charitable
Foundation.
Games at Huddle formed part of a
day-long team building workshop at
Mindshare, involving around 500
people from different companies.
We ran a mix of drop-in games for
people to play throughout the day,
and scheduled games that groups
could sign up for. All of the games,
from physical-smuggling game
Checkpoint to parlour-game classic
Werewolf, were designed to get
people talking and making
connections with each other.
The games added an element of
interaction and energy, providing a
different type of experience
among a day of talks and
workshops.
Team Building and Creative Consultancy
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Games at Huddle (Mindshare)
What are the benefits?
•Games are uniquely powerful tools to unlock creativity and communication
•They get people talking to each other and making strong connections quickly
If that’s whetted your appetite to learn more, we’re pleased to offer a range of live events to suit your space and budget.
Tiny Games
A call to play in installation form, tailored to your space: vinyls, signs or secret postcards, either selected from our library of tiny games or designed specifically for your
needs
Cost indication: £1k-£4k
The Sandpit
An evening or afternoon of new games from exciting designers, curated to a theme chosen in discussion with you, sending players around your venue to run, hide,
negotiate, discover, create, sneak and more
Cost indication: £4k-£10k
Team Building and Workshops
A session of games designed to get a team playing together, or a workshop that mixes live games with game design exercises, helping to teach the principles of making,
analysing and understanding games
Cost indication: £2k-£5k
A New Game Commission
A new game created in response to a brief from you: anything from a game for the playgrounds to a game for the whole city
Cost indication: £10k upwards; get in touch with us if you’d like to discuss an idea
To book a session or to talk the possibilities over in more detail please drop us a line at [email protected] or call us on 020 7242 306.