2026-11-04 –, Ballsaal
Amnios is a free narrative game about pregnancy, childbirth, and early motherhood during migration, built in Godot and co-created with migrant women, hospital clinicians, and the ICRC. This talk walks through how a research-creation methodology shaped the game's narrative, art direction, and puzzle mechanics — and what it actually takes, technically and ethically, to turn lived testimony into a playable experience.
Most "games for good" struggle with the same tension: how do you build something emotionally honest without turning real suffering into spectacle, and without the production collapsing under its own good intentions? This talk uses Amnios — a hand-drawn 2D narrative game developed in Godot — as a concrete case study for navigating that tension from a technical and production standpoint.
Amnios follows three women navigating pregnancy, childbirth, and early motherhood across three different displacement contexts (the Darién Gap, the DRC–Uganda border, and Geneva). It was developed by a small interdisciplinary team (HEAD – Genève, HEdS, HUG, ICRC) on an eight-month seed grant, using real testimonies and a co-creation workshop with twelve migrant women as source material rather than research statistics.
I'll cover:
- Why Godot was the right engine for a small, cross-disciplinary team mixing artists, clinicians, and researchers with no prior game-dev experience
- Building a hybrid comic/side-scrolling structure — combining illustrated panel sequences with forced-scroll 2D levels to represent involuntary displacement
- "Bubble Puzzles": a symbolic dialogue mechanic (conversation, thought, and violence bubbles) used as both a narrative device and a literal gameplay system, and how we implemented it in Godot's node/signal architecture
- Translating testimony into mechanics — the practical pipeline from workshop transcripts and field interviews to level design and environmental storytelling, without reproducing individual stories directly
- Production reality on a tiny budget and timeline — team structure, scope decisions, what got cut, and what we'd do differently
- Ethical representation as a design constraint, not an afterthought: how clinical and humanitarian partners (obstetrics, perinatal psychiatry, ICRC field researchers) were embedded in the actual dev process, not just consulted at the end
Who this is for: developers and studios considering socially-engaged or research-based projects, anyone scoping a narrative game on a small team/budget, and educators or NGOs curious about games as a serious medium for sensitive topics. Attendees will leave with a concrete production framework for working with external experts and lived testimony without either exploiting the subject matter or diluting the game into something toothless. No prior knowledge of humanitarian work needed — this is a game-dev talk first, with the social impact angle as the lens.
Aida is an architect, having graduated with honours from the School of Architecture of Valencia (ETSAV) in 2012. She earned her Ph.D. in Architecture, awarded Summa Cum Laude, from the School of Architecture of Madrid in 2020 with her thesis on virtual spaces, using video games as a case study. Additionally, she holds a Master of Research (M.Res) in Architecture from the School of Architecture of Madrid (ETSAM, 2014) and a Master in Computer Sciences for Video Games from Complutense University (UCM, 2019).
Currently, she holds a postdoctoral position at HEAD Geneva, teaching spatial and virtual design degree and master subjects. Simultaneously, she is part of the project The future of Humanitarian Design, where she is researching how to use tools for the production of virtual space in humanitarian crises across the world, from an architectural perspective.
Her professional journey encompasses two interconnected paths. On the one hand, she has contributed to architectural practices such as RCR Arquitectes, IDOM-ACXT, and Foster & Partners. She has also collaborated with various video game studios, including C77 Entertainment, the Bafta-winner Herobeat Studios, and Calathea Game Studio. Notably, her work on Inner Ashes, a game addressing Alzheimer’s Disease, earned a PlayStation Talents Award. Also, as a game and level designer she joined Activision-Microsoft, working with the Maps Team at Digital Legends on Call of Duty.
Claire is a technical artist who worked as Lead programmer on the open-source game Amnios.
Dual wielding educations in Game Design & Graphics and Computer Science, she strives to bridge the artistic and technical. She especially likes to come up with solutions to create compelling visuals with simplified pipelines, adapted to smaller teams. She is also a Godot, FOSS and jam enthusiast.
She is currently working on Fly Fishing, a 3D swinging platformer made in Godot by a two-person team.