Siblings win Bafta for video game based on mental health

By Hull Daily Mail | Posted: 10 Jul 2018

AN EAST Yorkshire brother and sister team have scooped a national award for a video game they created based around the subject of mental health.

Dalvia and Tiya Dhillon, 14 and 11, of Long Riston, near Beverley, said they wanted to create “something different” from the usual action adventure games with guns, and came up with the idea for their game Trapped.

Set in a school, the story follows a male teenager and the impact mental health can have on a young person.

The duo’s innovative game landed them with a Bafta Young Game Designers Award in the ten-14-year-old category.

Tiya said: “The win felt amazing as it was our first time entering the competition."

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Dalvia said: “We wanted to create something different. Many games are action adventures with guns, and we thought, ‘why don’t we make a game about mental health?’

“Being siblings, we had our quarrels, but we worked it all out in the end.”

Trapped is a retro 2D story focusing on mental health.

The budding game designers said one of the main appeals of the game was that players could apply knowledge gained in the game and apply it in real life when talking about mental health.

Dalvia and Tiya were announced as the winners of the award at the Bafta Young Game Designers awards ceremony, held in London earlier this month.

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In a written message to attendees, Bafta’s president, HRH The Duke of Cambridge, said: “The variety of themes that have been tackled, and with such ingenuity and creativity,  shows just how versatile games can be in representing who we are and what we believe in.”

Leading figures from the gaming industry dropped in at the event to present winners with their awards.

Prior to the ceremony, all 60 young finalists had the opportunity to showcase their game concepts and prototypes to peers and special guests.

Nick Button-Brown, chairman of the Bafta Games Committee, said: “The Young Game Designers competition and initiative continually improves in the way it interacts and engages young people with careers in the games industry as well as  letting them have fun working with kids and making games.

“I hope that the winners and finalists here today go on to create diverse games that are culturally important, break new boundaries and enjoy the games industry as much as I have.”



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