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We are Antidote Games


We make playful experiences for understanding complex realities

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We are Antidote Games


We make playful experiences for understanding complex realities

Sandwich Shop play session at UNICEF in NYC in 2013

Play is powerful

Wouldn't it be wonderful if we could do anything we wanted, and it would not have a permanent effect on anything? 

With games and play, you can! 

We believe that games that allow the player to take their time and try any strategy will create moments of realization and discovery that stick with the player for longer. Our games have been used around the world to promote a deeper engagement between the players and the world. 

Bottleneck session at Come Out & Play 2013

Bottleneck!

A game about traffic jams, car crashes, and dinner parties.

Hire Ground session with the World Bank 2012

Hire Ground

A game laying bare the effects of environmental shocks on societal inequalities. 

Driving Force session in Kathmandu 2014

Driving force!

Driving Force addresses communication breakdowns between non-profit organizations and the drivers they employ.

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Play Together


Our games invite people to make more informed, creative, and empathic decisions in real life, by giving agency to the player about topics relevant to them.

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Play Together


Our games invite people to make more informed, creative, and empathic decisions in real life, by giving agency to the player about topics relevant to them.

Officers of Otago session in Kampala

Officers of Otago demonstrates the benefits of longterm decision making and the drawbacks of strategy motivated by short term gain alone. The game encourages “flexible and forward-looking decision-making” (FFDM). FFDM is a resiliency framework for government officials in unstable political scenarios that are easily disrupted by social, environmental, and political factors.

Officers of Otago was designed for East African district ministers, debuting in Kampala, Uganda in 2013. It has been played in Uganda, Ethiopia, Mozambique, Vietnam, and the Philippines through the Red Cross Climate Centre, the UK Overseas Development Initiative, and the African Climate Change Resilience Alliance (ACCRA).

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Our Process


Our world is made up of systems, as are games!

Let's use games to understand our world a little bit better. 

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Our Process


Our world is made up of systems, as are games!

Let's use games to understand our world a little bit better. 

GAMES TO TELL YOUR STORIES

We make playful experiences to understand complex realities. In order to do that, we have a methodology in place that considers the pedagogical goals in relation to the cultural nuances to create even stronger learning moments. At Antidote, we prefer to work within the scopes of existing frameworks to introduce games in the most natural way to the intended audience: using languages and processes familiar to them. We want our players to think about the content of the games, instead of struggling with learning a new medium. However, familiarity breeds disinterest, so we try and out-of-the-box narratives to create a fun and imaginative session that will leave the players wanting to play (and learn) more! 


We like to do our own research before learning from the experts. We start every project with an investigation into the client's needs. This includes researching the topic at hand and deciding on the best type of game to communicate the same.

We understand that while our own research is vital to our process, it is no match for the people who have dedicated their lives to the subject. We always bow down to the information provided by our partner experts and try and develop a game around it. 

Games are a new medium for education and pedagogy, so there is a lot we can learn from the way people play them! We like to think of our games as conversation starters, and it's tough to chat without knowing anything about our audience!

We try our best to think of every eventuality, but often this is an impossible task. We try and test our games as many times as we can, at every phase of development to plan for every eventuality in our facilitator's guidelines (a part of every rule set).  

We test and refine our games using a rough prototype since we focus on the system before the aesthetics. Before we ship our games off, we try and get playtest data from the intended audience for our games to best communicate our message!

Once the system is robust enough, we go back to the drawing board and find the best design strategy to communicate the system in as easy and seamless a way as possible. Both Ben & Mohini are trained visual designers and their skills come handy! 

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Team


We like to keep Antidote agile and flexible to our client's needs.

Ben Norskov & Mohini Dutta are the core team here

& we would love to help find the right game for you! 

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Team


We like to keep Antidote agile and flexible to our client's needs.

Ben Norskov & Mohini Dutta are the core team here

& we would love to help find the right game for you! 

Ben norskov

Systems designer

Ben Norskov is a Systems Designer at Antidote Games and an Adjunct Professor at Parsons the New School for Design. He has been a speaker at Games for Change, IndieCade, and a many of universities. Ben's first career was as a bassoonist, which he left after discovering game and interactive design. He'd like to talk to you about the ontology of game design and/or Ultimate Frisbee.

Ben at a session of Humans Vs Mosquitoes in NYC

Mohini dutta

narrative strategist

Mohini spent her childhood on a ship with a nintendo gameboy and broke her own Tetris record several times. Her passion for organizing ideas took her to journalism, films until finally settling on game making. Mohini is currently talking about global cultures of play at conferences around the world, and is finding new ways of telling your stories through play. She is passionate about Adobe Illustrator™, visual media and post-colonial theory.

Mohini at a session of Sandwich Shop in NYC