• News

  • 01.Feb
  • Let’s Get This Thing Going
  • It’s February. So this post is 4 weeks late. Last year Ludicnation pulled off an impossible task and did a game for the Roskilde Festival. This year, we have higher aims. On the cards for 2011 are: The Launch of a Narrative, pervasive game. The Launch of a Non-Narrative, pervasive game. At least one Layar, […]

  • 15.Oct
  • It’s coming
  • 12.Oct
  • Ludic Spies
  • Secret:CPH was the first Spy Game LudicNation ran. We have always intended to run other spy games under the Secret: brand, but we loved Secret:CPH so much that we didn’t want to let it go. So, we decided on the best of both worlds. SPIES is going to be the new spy brand. Unsurprisingly. Secret:CPH […]

  • Games

  • 12.Oct
  • Ludic Spies
  • A new city has been chosen. New missions are being written as we speak and an image is about to be released. Watch this space for more news

Welcome to The Ludic Nation.

We're into Nation building. A Nation of Games, that is. If by games you mean - entertainment based around play.

We have a range of games and ideas that we're going to lay out - from single reader, location based fiction, passing through tailor made small team role playing games, going right the way up to large, community played alternate reality games.

We plan to make games which work on a single platform - the real world.

On this site, we're going to get the Designers to talk about these ideas, because it touches education and entertainment; The Producers to talk about how we'd like to fund it, because the starving artist in a garret is so two centuries ago; And all of us talking about times to launch.

One way or another, we're going to have a lot of fun, make a lot of games and, maybe, find a new audience for them.

That would be you - so, why don't you join us?

It's gonna be a hell of a ride

  • Design

    • 22.Feb
  • AR Thoughts
    • I’m designing an AR game. I suppose my final goal is to have a set of recognisable characters in set locations around various cities that players can visit to get jobs/missions… content. And they’re always on. But – baby steps. So the first outing is a single story. It’s a pick-a-path-through-the-story thing. The design dilemma […]

      12.Oct
  • A Quick Design Burst
    • A while back we wrote blogs. Looking back over them, we found that some of them could still be used. And so we present – A Design Thought: *** We make games. More specifically, we make Alternate Reality/Pervasive Games. I love ARGs. But I hate them, more. Which is probably an odd thing to say, […]

    Calendar

    Dates of public appearances, meets, talks and games will be here

    Breaking News

    • Let’s Get This Thing Going

      It’s February. So this post is 4 weeks late. Last year Ludicnation pulled off an impossible task and did a game for the Roskilde Festival. This year, we have higher aims. On the cards for 2011 are: The Launch of a Narrative, pervasive game. The Launch of a Non-Narrative, pervasive game. At least one Layar, […]

    This space

    Is currently left blank

  • Adam

  • DADHD
    • My Name is Adam. And I’m a game designer. Which is how I like to start things. I also have Design ADD. Or, if you prefer, Design ADHD. *** My plans for the first six months of this year were just primed for aggravating this condition. So – I started to Get Things Done. Which […]

  • A Recap
    • So – it’s a new year. And I’ve taken this chance to look back at the 18 odd months that Ludic’s been playing about, and pushing games out. We’ve done three, let’s say, Alpha and Beta tests. We have had business plan ideas, and expansion ideas. But something happened during Summer last year. We stopped. […]

  • Bio
    • Adam Mayes has been game designing for more years than he cares to mention. He’s penned traditional pen and paper role playing games, worked on major franchises including Far Cry and Star Trek and currently specialises in mobile and community led games, developing new and insightful mechanics that encourage players to collaborate to achieve their […]

  • Ruddi

  • Bio
    • Ruddi Oliver Bodholdt Dal started making games as a kid on his Commadore 64, and spent most of this youth creating pen and paper role playing games. With a background in interaction design of digital media and communication he has worked as a level-designer on franchises as Watchmen and Gormiti.

  • Dan

  • Bio
    • Dan Mayers is a highly experienced game producer, designer and writer. From a background in journalism he moved into game development and has worked on key franchises including Tomb Raider and Hitman. He was the producer of the B.A.F.T.A. nominated Just Cause.

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