Trident
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An initiative of the students of the bachelor and master program Game Design HTW Berlin presents digital interactive experiences to raise awareness about the Russia-Ukraine war. The focus of the projects is on the individual destinies, escape and war experiences of the population of Ukraine.

From strategic games about harvest during war to 360° videos with a car escape to interactive dioramas with real war crimes stories, that students tell from their own perspective.

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Dog Days game screenshot Drive Away game screenshot Flahback game screenshot Watchout game screenshot Windows game screenshot Wheat and war game screenshot (a)typical day game screenshot
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About Dog Days

Introduction
The start of the war of aggression against Ukraine has affected the fate of many people, but it is not only people who are suffering the consequences of the war. Countless dogs, cats and other pets have been left behind in their owners panicked flight from war and destruction.
Experience a small, sensitive story from the perspective of a dog who, locked up in a flat, directly encounter the horror of war.

What is the game about?
Due to the events of 24 February 2022, many Ukrainians fled in panic. Many pets, especially larger dogs, had to be left behind. In this short narrative we put the audience in the perspective of a dog named "Dina", who does not yet know what terrible fate awaits her.
Move "Dina" through her forced new everyday life, all alone and abandoned in the flat, as the horror of war comes tangibly closer.

Combining game design and the war theme:
In this audiovisual content we try to create an alternating image of emotions with antithetics and other design elements. The perspective of an animal allows us to take a more neutral look at individuals who are directly affected by the consequences of death and destruction.
Our aim was to condemn the situation and the accompanying war of aggression through a strong empathetic feeling. Due to the staging of the war, we had to be careful to create a sense of proportion so as not to retraumatise those affected.

Why is this game important in this situation?
War is a particularly sensitive topic, especially when it is a current conflict. The fact that war is a cruel, destructive force and has probably been deeply within us since time immemorial will come as no surprise to most people. For many Western Europeans, the barbaric invasion of Ukraine marks the beginning of a historiography that we only knew from dusty history books. In order to educate, inform and arouse compassion for those affected, we have taken up this topic.
We can only oppose suffering and injustice if we stand up for our values and act in solidarity! Especially the situation of many animals in war zones is often forgotten about, that is why we wanted to emphasize this specific topic. There are many independent organisations that try to get abandoned animals out of Ukraine and place them in animal shelters in Poland and Germany. These organisations are financed by donations. If you also want to help, these organisations are grateful for every small donation.

Made By

Polina Zvezdohliad

Kay Priesnitz

Lenja Raschke

Raphael Sindermann

Matthias Voig

Sebastian Voigt

Christoph Weinreich

Zwi Zausch

Ukranian Trident
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About Drive Away

In this 360° video, you follow the story of a young woman called Anna, who is fleeing Ukraine in her car. The viewer experiences the journey in three different scenarios. You see the world through Anna's eyes and get an impression of the life and the dangers on the run. The best viewing experience is on a phone that is held on eyesight level.

Since it is a 360° video, the phone can be moved to witness everything.

It aims to encourage viewers not to lose sight of the Ukraine-Russia war. It shifts the spectator into a role that forces them to sympathize with a woman fleeing a war zone.

The Video tells the story of millions of Ukrainian refugees that fled the country in a car. We told a fictive story that merges many experiences from fleeing Ukraine.

The Experience is told in three sceneries. A phone chat with Anna and her Dad is displayed in between. They talk about their situations and how they feel about them. The first section shows Anna standing in a traffic jam outside the city of Dnipro. The car is full of clothes, valuables and food. Then the scenery changes and Anna's car is standing in a wheat field surrounded by broken, smoking cars. Her fuel is almost empty and a tank is approaching from the distance. The third scene depicts the polish border. Her car is clattered, has broken windows and her cat is missing.

We tried to capture the development of the horror of fleeing. The story depicts a transformation of the atmosphere and danger. We focused on building up tension in the first two acts and seeming relief in the last. There often is no ultimate happy end when fleeing.

The video was developed in Unreal Engine 4. The engine took pictures that showed the camera's view in 360°. The sound was captured separately as well. We combined the visuals and audio in Premiere Pro and uploaded it to YouTube as a 360° Video.

Made By

Luise Palloks

Mascha Ermakova

Awards

Lichter Festival 2024 Nominee
Lichter VR
Nominee: Storytelling Award

Lichter Festival 2024 Nominee
Sehnsüchte Festival 2024
Official Selection

MB21
Winner: Age Group 21-25

Ukranian Trident
Note that this can only be experienced on a desktop devices.
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About Flashback

Summary
Flashback portrays one person's memories of her neighborhood before the war. The world is a quiet Ukrainian backyard, carefree neighbors, children playing, sunny weather. This snapshot is interrupted by agonizing flashbacks. The person has survived the Russian occupation in 2022, but many of her neighbors have not. The flashbacks take the person back to the moments when she was the witness to the fates of her neighbors. All the stories pictured there are true and the sources are added.

Goal
The goal of this project is to sensitize people to what is happening in Ukraine. With the passage of time and the number of cruel reports from Ukraine, people living outside Ukraine become numb. Therefore, this is an attempt to increase attention to the Ukraine-Russia war of those not affected and reduce doubts regarding the support of Ukraine.
We learn about the war, mostly through press articles, photos and videos. These are two-dimensional and linear media. Reports about horrible events, that can be just short texts without many details. It gives the audience a lot of room for misinterpretation and imagination. This brings me to the questions: Can I use the power of interactive media, games, to give a different perspective on what is happening? Can I make the events and the reports up close and personal? Can I visualize the reports in an authentic way? If so, how can I accomplish all of this?
Since the goal is to raise awareness about the war in Ukraine, content must have the potential to trigger strong emotions. It is important to evoke emotions by telling true events, not by emotional manipulation. This means not portraying more than it is and was, and not exaggerating. Emotions are important because they are the opposite of indifference. Indifference to the subject of Russian aggression against Ukraine is what the project is trying to resolve.

Description
The game world is a small Ukrainian backyard. It depicts two states: just before the outbreak of war and at the beginning of it. In the backyard there are inhabitants. Their fates are represented in this backyard. The world is "frozen" in motion. Time is stopped - a snapshot, a memory, a flashback.
In the first state people live their everyday life: young families, children on the playground, elderly people. Through their posture and spatial arrangement, viewers can learn about their everyday life and living. In addition, the environment serves as a storytelling element.
In the second state, these people become victims of Russia's aggression. The backyard is occupied by Russian soldiers, which terrorize the people. The state forms fates of the people you met in the first state. This snapshot contains violence, murder and suffering.
The two states are in objective past. The memories may belong to a person who lived there and survived the war. From this person's point of view, the "players" view the game world.
The players can trigger the change between the states by interacting with people. The interaction triggers the flashbacks. where the fate of a selected person is visualized. The flashback can be left at any time. The players decide whether they want to watch the scene and learn more about the fate. When the flashback is left, the player is back in the peaceful first state.

Made By

Vlad T.

Polina Zvezdohliad

Christoph Weinreich

Ukranian Trident
Note that this can only be experienced on a desktop devices.
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About Watchout

Concept
Follow the daily routines of normal ukrainian citizens and see how the war affects their lifestyles. You will be able to witness how the city and its inhabitants change with the progress of the war. How people flee the country, help their neighbors and trying to stay strong and optimistic during these times. With the option of our interactable timeline you will always be able to go back in time and focus on seeing and understanding the story of another person you haven't been watching before.

  • Isometric View of an normal Neighborhood in Ukraine
  • Over the course of the game you see how it transform
  • You can move around the neighborhood and see different events taking place.
  • Through a timeline you can always go back to see how things used to be

Made By

Linavalo Hinyemata

Dala Klimek

Ukranian Trident
Note that this can only be experienced on a desktop devices.
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About Behind the Windows

Description / How to play:
In this game, you'll scroll through a tiny portion of a city filled with houses, and as you do, you'll notice that some of the windows in the buildings are lit up. These are your entry points into the lives of the people living in the city.
Click on a window, and you'll be transported into the life of the person living there. You'll get to read descriptions of what they're doing, what their day looks like, and what they're feeling.
But this isn't just any ordinary day in the life of the city. There's something different in the air, something that's causing chaos and disrupting the normal flow of things. As you explore further, you'll get to see the changes that take place during this very abnormal day in the life of the city.

Why was this game created? What's the goal?
The main goal was to create an immersive experience that showcases the unexpectedness and abnormality of war coming to a town, and how the usual daily routine of the people living there gets disrupted in horrible ways.
The game is designed to make you think about how tragedies, like war, can disrupt the lives of ordinary people, and how easily it could happen to any of us. By exploring the lives of the people in the city, you'll begin to see just how similar they are to you and your own family and friends, and you'll realize how devastating it would be if war were to suddenly come to your doorstep.
The game aims to awaken a depressing and unsettling thought in players about the fragility of our lives and the unpredictability of tragedy. Through this game, you'll gain a new appreciation for the resilience of the human spirit and the importance of cherishing the moments that we have with our loved ones.

Made By

Ariana Zeyvald

Ukranian Trident
Note that this can only be experienced on a desktop devices.
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About Wheat and War

At the beginning of the war, the Russian army proved incapable of fighting respectfully. The aim of their presence is to destroy everything in their path: people, schools, malls, and fields. By deliberately targeting agriculture and agricultural infrastructure, the Russian military wants to cause an economic and famine crisis in Ukraine and far from its borders.

As a wheat farmer, you cultivate your fields in the game. But farmers in Ukraine don't have it that easy. As you harvest your wheat, missiles will fly into your field from the nearby front line and set it on fire. Stay strong to collect as much harvest as possible, as many rely on it.

Made By

Polina Zvezdohliad

Mascha Ermakova

Philipp Juhl

Christoph Weinreich

Ukranian Trident
Note that this can only be experienced on a desktop devices.
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About (A)Typical Day

(a)typical day is an interactive comic in which the players can experience a day of a typical family from Odesa in October 2022. The motives and colors show an almost surrealistic environment. People try to continue to lead a completely normal life while the country is in a state of war and catastrophe. Coming from Odesa in Ukraine myself, the project is very personal to me. In October 2022 I was in Odesa and the comic was created from my personal experience and perception of the situation. With my Project I want to get attention to the problems like blackout, no opportunity for children to get appropriate education and depressive and hopeless everyday lives of people and also hint topics like unemployment. For those people this state of living became normal in a grotesque way.

Made By

Darya Goloborodko

Ukranian Trident
Ukranian Trident
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