Category Archives: Imagination Engines

Imagination Engines. Game we played. 13 Beavers.

13 Beavers – A Game We Played

I love a computer game called Timberborn. It’s a city builder game where you manage a colony of anthropomorphised beavers as they build a colony in the ruins of humanity, presumably now extinct. It is gentle, lovely, has a great sense of humour, and is highly addictive.

This is probably why Amy chose the board game 13 Beavers by Format Games as a silly Christmas gift for me. It’s a nice little game aimed at kids but we still had fun. The game has its own lore that tells of 13 legendary beavers who made it to beaver paradise*. These 13 beavers, each with its own theme such as a ninja, a robot, and a cowbeaver, form the artwork of the cards in the game – numbered 1 to 13, you move by correctly guessing whether the next card is higher or lower than the last.

The 13 Beavers game board. Colourful cartoon style, with board squares along a rapid flowing river. A player's hand is using a small fishing rod to catch magnetic fish.

The very simple game play is supplemented by some fun additions, including a magnetic fishing rod and fish that can either give you a bonus or set you back. There is also the opportunity to take a huge shortcut via the ‘tempting tunnel’ if you are able to correctly guess the exact value of the next card – something Amy did the first time we played, crossing the finishing line whilst I was still rooted to the start.

13 Beavers was lots of fun to play – it is funny, fast, and often frustrating (in a good way), whilst also being quite charming. It comes with a colourful board, a deck of attractive cards with the beaver artwork, a magnetic fishing rod and fish, and wooden beaver and dam playing counters. It’s recommended for ages 7+ and for 2-6 players. If you’re looking for a fun game for the family that doesn’t take too long or lead to arguments, this would fit the bill.

The reintroduction of beavers to UK landscapes is a hot topic these days. Beavers can bring great benefits as they create areas of wetland in wooded areas, which in turn increases biodiversity. Areas with beavers have greater resilience to forest fires and by allowing water to pond behind their dams they have potential to contribute to flood risk management too. 13 Beavers is not intended as an educational game but could make a fun hook for younger audiences as part of engagement work involving beaver reintroductions, facilitating conversations.

*I built beaver paradise in Timberborn so I imagine it looks a bit like this.

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

Imagination Engines. Book I've Read. The Science of Storytelling by Will Storr

The Science of Storytelling by Will Storr

This is not a new book, having been published in 2019, so I am probably not the first person to tell you this book is great, but… this book is great! The author, Will Storr, takes a scientific approach to storytelling. By this, I mean he has extensively researched what the research literature is telling us about what makes a good, compelling story, drawing on diverse fields but especially psychology. It started as a successful course for aspiring writers but thankfully Storr has made all this learning more easily accessible through The Science of Storytelling.

Its origins as a course are evident throughout the book. It is clear, it is engaging, it is packed with examples that illustrate the points, and it is exceptionally practical and useful. I initially listened to the audiobook, read by Storr himself, and found it entertaining in a way I have not found any other non-fiction book – his knowledge, his passion, and his belief in the message he’s communicating comes through in abundance and just makes you want to keep listening. I especially enjoyed his renditions of the many quotes from literary works throughout.

The true testament to the practicality of The Science of Storytelling is that once I had finished the audiobook I went straight out and bought a physical copy. My intention is to re-read it and make a whole load of notes. Of particular use is the Appendix, titled ‘The Sacred Flaw’, which is a step-by-step method for writing a novel – an ambition I have harboured since my early teens.

What I did not expect was for this book to help me improve my understanding of the nature of models. Talking about understanding characters and their motivations, Storr draws on the Theory of the Mind, which is our ability to understand how people perceive the world in different ways. Storr describes how we all create our own models of reality, which are not truth but controlled hallucinations. The best stories emerge from characters being faced with the wrongness of their model – the lie of it – and are forced to change as its usefulness has diminished. For a clear and extreme example of this happening to a character, think of the Truman Show. How can we ever build a perfect model of reality when even our own perceptions and understanding of that real world are themselves an imperfect model?

The Science of Storytelling is essential reading if you write fiction or harbour any ambition to write fiction. However, even if you do not write fiction but are involved in any form of science communication, I implore you to read this book. You will not regret it and it will help you craft compelling narratives and stories to engage and enthuse people with science and research. It sits well within a growing body of work that draws on fields like psychology and behavioural insights to make communication and storytelling more effective, such as How to Save the World by Katie Patrick.

Finally, if you are modeller read this book. It will help you appreciate the cognitive biases we all have and how these shape our perceptions of reality. In all good stories change happens, the resolution is achieved, when someone is able to escape from their own personal model land. This is a useful metaphor for escaping from our numerical model lands too.

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

Imagination Engines Logo

Imagination Engines – August 2025

Welcome to August’s issue of Imagination Engines! Thank you for reading.

This summer I have been given a wonderful opportunity to develop a brand new module on River Management for York St John University’s Geography courses. I am so excited for this and have been loving designing the module and beginning to put the elements together. It’s hard work – fun hard work – and consequently I’ve had to reprioritise how I use my spare time.

It does not change my long-term goal of writing a book. In fact, I think the whole process is excellent practice and brings that goal closer. However, I need to temporarily change how I use this newsletter – I have been using it as a motivator to get me writing regularly and to explore different ideas, with 3-4 articles each month. I just don’t have capacity for this now but want to maintain a monthly publication schedule. Instead, I will focus on giving short updates on my main projects that are listed on the front page of my website.


Ongoing Research

I have a new paper out this month as a co-author. The work was led by my former supervisee, Josh Wolstenholme, and covers his PhD field work on the geomorphic change induced by the installation of leaky woody dams. It is a timely reminder that rivers move and change, especially if you stick stuff in them.

Wolstenholme et al (2025). Localised geomorphic response to channel-spanning leaky wooden dams. Earth Surface Dynamics. DOI:10.5194/esurf-13-647-2025


Adventures in Model Land

This is an open-source system to make game worlds based on the numerical models we use to learn about the world around us and predict the future. It is inspired by the world building used in tabletop roleplay games (such as Dungeons & Dragons) and just needs your imagination. You find out more and download the free guide here.

I’ve also started a Discord server for Adventure in Model Land as a place to discuss the system, share the game worlds you create, and to get help from others. Join it here.


FloodSkinner YouTube Channel

I had a new Short out in the last month. I came across some videos discussing rumours and leaks about the (long) upcoming Grand Theft Auto 6, including some indications it might include a dynamic weather system. The rumours suggest that the weather system would interact with the terrain and influence the game – it rains, water pools, and roads flood and become inaccessible.

This is obviously very exciting for me so I put my thoughts into a Short. I was short on time and cutting all the clips together was quite laborious – unfortunately I didn’t get chance to do a full set up and did not light my greenscreen properly, so this is a bit messy (the kitten also moved the screen partway through filming and messed it up more…). Despite this, it did moderately well, with >1,100 views.


Games for Geoscience

After the annual General Assembly of the European Geoscience Union (EGU), summer is pretty quiet for Games for Geoscience. With the call for sessions for the 2026 General Assembly now out, in the coming month I’ll be pulling the team together and proposing what would be the 9th Games for Geoscience session.

I still have ambitions to make it more than just an EGU event, with year-round activity and a community. If you’re interested, you can join the Discord server.


LEGO® SERIOUS PLAY®

In the last month I had the great pleasure of the supporting the Geography staff at York St John University with a LEGO SERIOUS PLAY inspired workshop. I was asked to support the department as they considered the best ways to support the future employability of their students and the creative approach of the workshop led to some valuable insights.

A table filled with Lego and models and surrounded by people
Making models with York St John’s Geography staff.

I’m looking forward to October this year where I will be returning to Southampton to once again deliver a Play you PhD workshop to the new cohort of Flood CDT students.


Project Prospero

Project Prospero is my hobby project where I am combining two pillars of geekdom into one nerdy-monster – a Warhammer-themed train set! The setting is the homeworld of the Thousand Sons Space Marine Legion, Prospero, as it is being pillaged by the Space Wolves Space Marine Legion. I am using models from the Legions Imperialis game and n-gauge tracks and trains. The centrepiece will be the giant pyramid of the Pyrae Cult, partially destroyed, using a Playmobil pyramid as its base.

This month I have been progressing the models and mocking up the layout to get some idea of scale. Because I don’t have space to leave out a layout, it will need to be fully modular. Check out a video I made from my mock up below:


About this Newsletter

I am Chris Skinner, a science communicator, STEM professional, and ADHDer. I am on a mission empowering people to unlock their full potential by transforming imagination into a powerful, actionable skill. This newsletter tracks my journey. I would like you to join me, so please subscribe. This newsletter is free and I do not offer a paid tier. If you would like to say thank you and/or help me in my mission please buy me a coffee using the link below.

Buy Chris a Coffee

Support FloodSkinner. Ko-fi.com/floodskinner
Click to support me.

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

All my links

Imagination Engines. Inspiring Interactions - Katie Patrick. A photo of Katie presenting on stage.

Inspiring Interactions – Katie Patrick

I can’t remember how I came about Katie’s book, How to Save the World, in 2019 but it almost seemed too good to be true. A research-led practical guide to create environmental change, combining gaming, behavioural psychology, design, and storytelling! It just meshed so perfectly with the work I was doing at the time with my science communication exhibit project, Earth Arcade. With the book, Katie combined all of these disciplines into something that is incredibly accessible, enjoyable, and also beautiful. It has been a key influence and reference guide for my work since.

A photo of Katie Patrick presenting on a stage.
From katiepatrick.com/about-katie

Katie Patrick is an environmental engineer and action designer passionate about seeing positive environmental action. Her work focusses on empowering people to be leaders in their own communities, turning grassroot movements into societal shifts. Her key tools are science and creativity – she takes the latest peer-reviewed research in behavioural psychology, gamification, and marketing and translates and transforms it into something that is accessible, applicable, and aesthetically pleasing. She has a rare and incredible talent.

Her clients include the United Nations Environment Programme, NASA Jet Propulsion Laboratory, and the European Commission, among many others. She regularly posts tips and guides on social media, in podcasts, and through webinars. Last year she launched Hello World Labs to equip sustainability leaders with the skills to transform their community engagement, with lots of free events, a newsletter packed with tips, and opportunities for 1-to-1 mentoring and to join the School of Climate Action Design.

Katie’s work does not explicitly cover my professional realm of flood risk but much of her work can be easily applied to the practice of community engagement for flood resilience. For example, it could be used alongside the Environment Agency’s ‘Applying behavioural insights to property flood resilience‘ report to better help protect people from flooding.

I asked Katie a few short questions about what imagination means to her:

Why is imagination important to the work you do?

Environmental sustainability needs a vision, a goal, and destination we can work towards. It needs to be a practical engineering solution AND it needs to be an exciting wonderful movement we can believe in. 

How do you keep your imagination sharp?

I like to meditate on an energy question and just idea flow through me. I think making a meditation about a question is key to putting the mind in a state to answer that question.

What are you currently working on you would like to shout about?

The school of climate action design! I am building a community and 6 week coaching program to teach action design and environmental psychology.

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

Imagination Engines. Exploring Games for Environmental Solutions - Play for the Planet 2025.

Exploring Games for Environmental Solutions at Play for the Planet 2

In April I had the opportunity to attend and present at the second Play for the Planet network meeting in York. It brings together people of different backgrounds who all use games to address environmental issues. Firmly within my interests and the remit of my work with Games for Geoscience, I attended the inaugural event in 2024 and jumped at the chance to attend again.

In the build up to the event, the venue was moved from the main University of York campus to their King’s Manor location in the city centre. It left me reflecting how ridiculously fortunate I am to have an environmental games conference held within a  ten minute walk of my house! A big change from the bus-train-bus trek I had to make (and self-fund) from North Lincolnshire last year. In 2024, I did not really have much to share so I presented on my thoughts about the relationship between models and games.

The presentations this year were in the form of research blast talks – 1 slide, 3-mins. This was a fun format and allowed for more people to share their work in the meeting. It was also pretty friendly to my easily distracted brain. For my research blast, I showed off the latest version of the Adventures in Model Land system I have been working on (see above for more). Following the research blasts there was a ‘world café’ style discussion where we debating crucial topics including ‘what is a game?’, ‘how do we best market environmental games?’, and ‘how do we evaluate our games?’.

Following the lunch break there was a chance to play demos of some of the games. This also gave the developers an opportunity to playtest and get feedback. For example, Games for Geoscience 2024 keynote Matteo Menapace was testing a streamlined card-based version of the immensely popular Daybreak game, provisionally titled Dawn.

I enjoyed catching up with my former University of Hull colleague, Steven Forrest, who was sharing the excellent work the Energy & Environment Institute have been doing with The Flood Recovery Game. This game is played with flood risk stakeholders, including community groups, to identify and better understand systemic gaps in the process of recovering after flooding. I’m sure I’ll do a summary of the research behind it in the near future.

Another highlight for me was playing the 2D city-builder game Oxygen Not Included. Whilst this is a commercial game, it was being used by Truzaar Dordi to help students understand how complex and coupled human-environment systems operate. This, along with some of the earlier discussions, reminded me of the power of good game (and model) design to effectively simulate complex systems whilst steering clear of becoming complicated. Complex is good, complicated is not.

As much as I enjoyed Play for the Planet, I did reflect on the lack of professional games designers at the meeting. There is a strong desire from that community to be part of the work tackling environmental issues, evidenced by the success and growth of movements like Playing for the Planet Alliance and the Global Green Game Jam. I would like to see much more interaction between those networks and our own academic networks like Play for Planet and Games for Geoscience. How? I’m still figuring that one out…

The Play for Planet network was established by and is run by the York Environmental Sustainability Institute (YESI), led by Linda Dunlop, Prasad Sandbhor, Pen Holland, Judith Krauss, Anna Morfitt, and Daisy Kemp. It is open to games designers, researchers, and educators with an interest in using games to address environmental crises. You can learn more and join the network here.

*I must remember to take photos when I attend things but I was having too much fun!

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.