The Foundation Bull of the University of Aberdeen, dated 10 February 1495, has been granted UNESCO UK ‘Memory of the World’ status.

The Foundation Bull of the University of Aberdeen, dated 10 February 1495, has been granted UNESCO UK ‘Memory of the World’ status.


At the first pair of game jams in the series this month, Jam in the Archives teams gathered for competitions in Aberdeen and Dundee. Building on the original Jam in the Archives, these jams returned in 2026 on a bigger scale. Jam in the Archives is all about helping shape the wider alignments of universities, archives, libraries, galleries & games in making a shared case for creative innovation.

The challenge was to make games inspired by historical collections – student teams were judged on a playable game loop or a game concept with a robust plan for development. They worked over two days, and they pitched their games to a panel of judges drawn from different areas of expertise.

In ABERDEEN on 11 & 12 June, six teams (twenty-one participants altogether) engaged with remarkable historical maps and atlases from University Collections. These included a seventeenth-century map of Utrecht, a John Seller’s pocket atlas of the world (1680), Georg Braun and Frans Hogenberg’s Civitates Orbis Terrarum (1577-81), an original print of James Gordon of Rothiemay’s map of Aberdeen (Abredoniae Novae et Veteris Descriptio, 1661), drawings for the unrealised plans for James Byres of Tonley’s remodelling of King’s College about 1767, and a surveyor’s plan of the Fetteresso estate (near Stonehaven), showing the ‘Home Farm And Grounds’ drawn in 1862.
Five brilliant game pitches resulted (see summaries below). Congratulations to the runners-up ‘What Could Have Been’ and to the winners ‘Surveyor-Fetteresso’.

In DUNDEE on 18 & 19 June, student team Cosmic Coda split into two groups, Team Cosmic and Team Coda. They encountered digitised historical collections from Abertay University’s archive. The teams then visited the McManus Art Gallery & Museum, where the McManus collections team showcased a range of historical records and objects from Dundee’s rich history of industry, from jute and whaling to technology and games. Items the groups considered were themed on ‘The Making of Modern Dundee’, and ‘Dundee and the World’. Objects included and a Sinclair ZX Spectrum (c. 1981-2); images from Joseph McKenzie’s photographic essay on Dundee: City in Transition, People in Jute, from 1964-6; an architectural model of Dundee as it was about 1850, and many more fascinating artefacts which captured the story of the working city, changing dynamically over time.
Two wonderful game pitches resulted (see summaries below). Congratulations to the runners-up ‘Sorting Slug’ and to the winners ‘Spirits of the City’.
The winners from both jams, Spirits of the City, and Surveyor-Fetteresso, progressed on to the final Jam in the Archives at the National Library of Scotland the following week. Summaries of the game projects pitched to the judges in each event follow below:
ABERDEEN EDITION:
The Mystery of Cologne (Team F)
This game uses George Braun’s sixteenth-century Civitates Orbis Terrarum as its chief inspiration, focussing on its map of Cologne. Built in Twine, the game offers a branching narrative inspired by visual novels and presents several vivid characters including Braun himself. The game aims to put players in a situation where they have to work like historians and interpret the guidance of a narrator whose reliability is left in question, subverting expectations by playing on tropes of wise old mentors such as Gandalf. The game impressed with charming hand-painted art and original guitar music which played with expectations of historical authenticity.


What Could Have Been (Team E)
James Byres of Tonley drew up plans for a new King’s College, Aberdeen in 1767 that were never realised. This stealth game imagines a timeline in which they were, dropping players into a 3D-modelled version of the building. This alternative timelines offers a nightmare vision in which players have to avoid demonic professors to collect plans which allow them to access a time travel machine that operates laterally across timelines rather than backward and forward so they can escape. The game offers a compelling sense of tension, built by musical cues and a mechanic whereby threat level increases as players entered into view of more professors. Alongside the game, the players produced an impressive standalone architectural model of the alternate building based on the original plans.

Damnatio Memoriae (Team D)
Named after the Roman practice of erasing individuals from the historical record, this game casts the player as a member of a dystopian society thrust into the role of novice archivist. The team was especially inspired by Gordon of Rothiemay’s famous 1661 map of Aberdeen and annotations on a later copy of it but more broadly reflected on the theme of how records shape our view of the past and how they might be tampered with to alter this view. Players carry out cataloguing work and are ordered to erase notes and other elements of maps to mould perceptions of the past according to the desires of their ominous rulers. Players have significant autonomy over how events unfold and work under deadline pressure throughout. The tone is dark, drawing on Papers, Please as a reference point.

Beneath the Quad (Team C)
This game also drew on James Byres plans for King’s College but took that inspiration in a radically different direction. Reminiscent of games such as It Takes Two and Split Fiction, this was a two-player co-op experience, a design the team were keen to tackle because it was something they had not tried before. The core game mechanic was built around the clever conceit that puts the two players in different roles: one as a living person and one as a ghost. These characters inhabit different versions of the same building and must navigate puzzles whereby if an object if blocked in one layout it may be possible to move it in the other layout. The narrative framing for this central mechanic was the ghost of Byres aimed to change the future by having his plans realised after death.

Surveyor: Fetteresso (Team B)
This game was inspired by Fetteresso estate plans from the 19th century. This elegant game is built around a simple ‘spot the difference’ central mechanic framed by a story in which the player takes on the role of an experienced surveyor who is hiring an assistant and needs to choose between three candidates by comparing their estate maps against his own. These in-game maps are closely based on the Fetteresso source material and inspiration was also drawn from one team member’s studies of surveying. On top of this, the game offers dialogue choices that shape the story and there are three different endings. This package is presented with charming pixel art visuals and original music.

DUNDEE EDITION:
Sorting Slug (Team Cosmic)
Sorting Slug takes the categorisation of archival objects as its central mechanic, tasking players with sorting items by dragging them into the correct categories. The examples used in the demo were from the collections of the McManus Gallery but the team focussed on this simple, engaging and tactile core loop with the intention that it would provide a solid foundation which could be adjusted to suit different audiences and age demographics and rapidly expanded with new content. In this way the game could be adapted for use by different heritage institutions and used for a range of purposes such as crowdsourcing exercises involving the collective interpretation of ambiguous or contested objects. The result is a clean, adaptable design that gestures toward real applications in archival and heritage work.


Spirits of the City (Team Coda)
Inspired by the concept of the genius loci — the protective spirit of a place — this cooperative board game for 1-3 puts players in charge of three of Dundee’s economic sectors, drawing on inspirations from the McManus Gallery and Abertay University Archives. Players must build up their own sectors but the game emphasises their interconnectedness, so players must stay aware of the effects of their actions on the city more broadly. Buildings in each sector share the same mechanical function but carry distinct flavour, grounding the gameplay in a sense of place while making the system adaptable to different cities. The strong sense of character provided by the Dundee setting was also seen in the game’s imaginative event cards based on real historical events, including the arrival of the famous Tay whale and the competing pressures of wartime, which drove demand for jute while depleting the workforce.

Jam in the Archives was funded by Impact & Engagement Accelerator Funding from the University of Aberdeen. It was led by Jackson Armstrong, William Hepburn and Miles Everett (Aberdeen), alongside Kayleigh MacLeod (Abertay), with coordination by Melissa Tan as IEAF Postdoctoral researcher at Aberdeen. These events were judged by Miles Everett and Jane Pirie (Aberdeen), and by William Kavanagh (Abertay) and Lili Bartholomew (McManus).
A great many thanks are due to all the participants, and to Lisa Collinson, Jane Pirie, and Andrew MacGregor of the Aberdeen University Collections Team, to Ruaraidh Wishart of the Abertay Archives, and to Lili Bartholomew & Julie McCombie of the McManus.
On 18 February Jackson Armstrong gave a lunchtime talk for Aberdeen Archives, Gallery & Museums, at the Maritime Museum.

The talk explored how the people of medieval Aberdeen made their imprints on the world. They set down in written records aspects of their lives, work, possessions and identities. The more prominent among them affixed personal wax seals to documents to prove their authenticity. Some left memorials to themselves and their relatives carved in stone. Through these and other types of sources – some clear and some more mysterious, and some now held far away from Aberdeen – we can trace fragments of stories of the people who made the burgh their home.

William Hepburn and Jackson Armstrong are co-authors of a new journal article entitled ‘Source Material and the Problem of Authenticity in Historical Game Development’.

This article examines the ways in which history can feature in games, or the ways in which a game can be historical. In particular it engages with the debate around ‘authenticity’ in historical games. Reflecting especially on their experience with Strange Sickness, the authors argue that the apparent gulf in objectives between game developers and historians can be bridged to their mutual benefit by embracing the authored, contingent nature of historical interpretation of primary sources, which reflects historical practice while offering a form of authenticity with appeal to game playing audiences.
The article is part of a special issue of the journal edited by Eduardo Luersen and James Wilson, entitled ‘Digital Games through Muddles Pasts and Modded History’. This collection arises from a workshop hosted by the editors in April 2024 held at the University of Konstanz. The special issue was published online on 24 December 2025.
The article may be found at:
William Hepburn, Jackson W. Armstrong (2025) ‘Source Material and the Problem of Authenticity in Historical Game Development’, Digital Culture & Society 11:1 https://www.degruyterbrill.com/document/doi/10.14361/dcs-2025-0103/html

FLAG team members Wim Peters and William Hepburn are co-authors of a new journal article entitled ‘Digital Hermeneutics, Medieval Texts, and Urban History: A Case Study from Aberdeen, Scotland’.
This open access article examines the use of natural language processing (NLP) methods to enrich, rather than replace, interpretative workflows in historical research. It showcases some of the key digital humanities methods applied in the FLAG project. Combining existing digital tools and custom computational processing, it advocates an approach to deep text interpretation by historical scholars.
The authors describe what the identify as a ‘digital hermeneutical method’ and show that this work provides relevant results for the example of the late medieval concept of ‘good account’ which they investigate in the Aberdeen Registers Online: 1398-1511. They argue that a combination of tailored quantitative and qualitative text analysis methods can be integrated into a flexible research workflow, which empowers the interpretative work of humanities researchers. The model of inquiry described in this case study from the FLAG project can be applied to other textual data sets.
The article may be found at:
Wim Peters and William Hepburn (2025) ‘Digital Hermeneutics, Medieval Texts, and Urban History: A Case Study from Aberdeen, Scotland’, Digital Humanities Quarterly 19:3 https://dhq.digitalhumanities.org/vol/19/3/000817/000817.html

Congratulations to Team Lima who were finalists at the Inform Prize 2025! Third-year Computing Science students in 2024-25 at Aberdeen took on a project to develop the successor platform for Search Aberdeen Registers (sar.abdn.ac.uk). The team included: Haziel Osunde, Rebekah Leslie, Fariha Ibnat, Holly Sinclair, Caitlin Thaeler, Andreas Maita, and Piotr Smialek.
The work of Team Lima has been fundamental to exploring what the future will look like for Search Aberdeen Registers, working towards key criteria for functionality, accessibility, maintenance, and durability.
Since 2014 the Inform Prize has grown into rewarding showcase of some amazing student group projects, developing digital solutions to real life problems. Find out more: https://www.intelligentplant.com/inform-prize
Jam in Archives: a medieval game jam


Last week was Jam in Archives: a medieval game jam inspired by manuscripts and books. Participants met on 22 January at the University of Aberdeen. This short, one-day jam focused on three examples of fifteenth-century cartularies, or books of charters, one from Scone Abbey (held by the NLS), one from Glasgow Cathedral, and one from Aberdeen’s St Machar’s Cathedral (both held in Aberdeen’s University Collections). They were introduced by Julia Vallius, a PhD student at Glasgow who has recently completed SGSAH-funded internship with the National Library of Scotland.



Jackson Armstrong introduced the day and William Hepburn gave an introduction to the variety of forms games can take, and to set out the theme and rules. The theme for the day was revealed to be “recording for the future” and the group formed into three teams. The icebreaker included some name badge making with various medieval images .


The teams had four hours in total to develop their ideas and demonstration materials for a digital game, and prepare a presentation for our guest judge Jon Ingold of inkle Studios.



The first team devised “Scribes of Succession”, a puzzle game which also invites players to learn about medieval records. After the death of a noble lord, his heir must show their claim to inheritance, and fend off the claims of a rival heir. The gameplay involves a series of tasks including locating a cartulary in a cathedral library, investigating who the scribes were that made copies of charters, and puzzling through their different handwriting, and identifying evidence to prove the heir’s right to succession against the rival.
The second team proposed the game entitled “Make your Claim”. In this game set in Scotland following the untimely death of King James II, the player is a clerk whose challenge is to evaluate the claims to lands of rival families. The clerk must decide who to support and whether evidence can be fabricated or ignored.
The third team created “Ink and Soil”, where the player’s job is to manage a medieval abbey’s lands and resources, and build up written records to protect their lands against neighbouring landowners. All the while pilgrims arrive making curveball demands on these resources.





Jon Ingold awarded an imaginary budget to each game. Scribes of Succession got £250,000, Make your Claim got £4,000, and Ink and Soil got £1,000,000 – as an indication of the scale of budget that might be required to realise each vision.
This Jam in the Archives event was a collaboration between University of Aberdeen, RGU, The National Library of Scotland, supported by the Scottish Graduate School for Arts & Humanities, and Common Profyt Games Ltd. Special thanks to the Univeristy Collections team for their support, and to all our participants for their creativity and enthusiasm!
There’s only one thing that old Master Chalmers knew how to grow in the family garden: puzzlement. When he dies in 1511, his two grandchildren can’t believe their ears when they have old Chalmers’ will read out to them: Elizabeth receives an iron padlock, while Thomas inherits the family prayer book with the silver clasp decorated with the Chalmers coat of arms.
Elizabeth sits for a long time with the padlock and fidgets with its key. The lock fits in the palm of her hand. It’s rounded and decorated with a wavy pattern, like lighting, while the key is unadorned. Her grandfather must have imagined her growing up and wanting her jewellery box securely sealed. Is this my legacy? she wonders. Locking things away to never be seen? Was it not I who read from that very prayer book to my grandfather and little brother every night? Is it because I’m a girl that he assumes I want to keep secrets more than I want to read and pray?
Thomas sits in his own corner of the room, mindlessly turning from page to page. The roaring lion on the coat of arms is reaching out its paws to catch him. A family heirloom, entrusted to him. As usual, the letters get mixed up before his eyes and he can feel a headache coming on. I must be a grown man now, he thinks, if I’m supposed to learn all the things my sister does, and do them better. He sighs.
As if brought together by a pair of invisible hands, the siblings get up and meet in the middle of the room. Still silent, they exchange the goods so that the prayer book is in Elizabeth’s hands and the padlock and key in Thomas’. They nod at each other. No one will know.
Coral beads on a silver chain. Two rings, one her mother’s wedding ring, forged with the letters MM and TP for Marjorie Marr and Thomas Prat. A brooch in the shape of a circle with a sword inside. Every piece made of shining silver. Also, a wool mantle lined with rabbit fur. Agnes imagines these items in Uncle Ninian’s home, hidden away in a box under his bed until he needs them. She remembers how he’d come to her house over the years, trying to do all the things that a legal guardian is supposed to do: petting her on the head and asking if she was being fed and clothed properly, sitting down with her to teach her how to read and do accounts, only to get up from the table in the next moment. And she’d follow him like a puppy, playing the game with him of entering each room and locating valuables that she’d help him carry to his horse. He’d take anything from woven tapestries to sets of silver spoons.
‘You’re a good girl, ’ he’d say, quickly looking away as he climbed into the saddle. ‘God bless you, Agnes.’
Slowly but surely, he’d emptied her deceased parents’ house of books, jewellery, kitchen utensils, even furniture. In the final years before Agnes turned twenty-one, her nurse had to use a single pot to cook their meals. They shared between them one pillow to sleep on. What Ninian needed the money for, she didn’t know then. Orphans don’t get to ask their guardians what they use their inheritance for. It was assumed by the town officials that he, being her father’s brother, would act in the interest of the family estate. A young heiress was to listen, obey, and eventually learn. So she did.
Only her mother’s goods did Ninian leave untouched over the years, as though the striking red colour of the coral beads were keeping him away. They invoked the mysteries of God Almighty – Agnes had thought so herself when as a young girl she’d seen them first on her grandmother’s wrist, then on her mother’s. That’s why she, now twenty-one and a week old, is surprised to come home and find these items gone. Ninian’s key is on the table.
‘Very well, ’ Agnes says to her nurse, who’s clasping her heart at the loss of the goods, ‘soon my pockets will be overflowing with the rents from my tenants, now they pay me and not him. You’ll see, when I find the most expensive lawyer in town, it’s not you that will be crying for help.’
In court, Uncle Ninian is a pale shadow of who he was when he first became her guardian. He was self-important then, the legal representative of one of the richest girls in town, a head full of hair and words dancing on his lips like a poet. Whenever someone trespassed onto her estates, he went straight to court, and took her with him, as if he needed a tender girl to witness him act the hero part. Now, they sit opposite each other in the court room, him bald, thin and nervous, her red-cheeked and calm. Her lawyer speaks a language of carefully calculated blame:
‘Ninian Prat has owed a debt to every single one of us at one point or another. We all know the state of his repute in the burgh. We all know he’s a drunk and a gambler. We all know Agnes Prat will have to spend the coming years restoring her parental home to the state it was before her parents’ death, God have mercy on their souls. So I ask you, do you trust this man when he claims that Marjorie Marr’s treasures rightfully belong to him?’
It’s almost too easy. Uncle Ninian has made so many enemies in the burgh, boasting too widely of his influence over the town’s wealthiest child, and making too many promises he’s not kept. In the bustling street outside the tollbooth, Agnes ends up walking home behind her uncle. The crowd at the Market Cross parts to let him through, like he’s a leper among saints. He keeps his head down until he disappears behind a corner.
The following Friday, Ninian doesn’t come to court to hand over the goods or provide evidence for why he should have them. The case is postponed another week, but with the same result. Agnes sends her nurse to his home, suddenly unwilling to send the lawyer to insult her uncle further. But the nurse returns with a report of an empty house where there’s not so much as a pillow to sleep on, save for a single item, left on the threshold wrapped in cloth: Marjorie Marr’s coral beads.
‘Where do you suppose he’s gone?’ Agnes rotates the beads around her wrist.
‘To Hell, if there’s justice, ’ her nurse says. ‘And there’ll always be justice, the court has shown us this.’
Agnes agrees, but when she goes to sit by the window with her mother’s beads, she’s uncertain. Each bead that she touches with her fingers is a reminder of something men of the law rarely speak of. Mercy. Compassion. Redemption. She feels at once too young to understand these words, and far too old.
On a cold November morning in 1501, Cristina Smith comes to the Aberdeen Burgh Court, followed by a line of men. Teeth clenched, nails digging into her palms, Cristina approaches the bailies in the great hall of the tollbooth.
Like most people appearing before the bailies, she has something to prove. After her father’s death, Cristina followed his advice and claimed his workshop as her own. Spacious and bright, its one large window faces south onto the busy street at Green Gate. The workshop had been Cristina’s playground since childhood. As she grew, her father introduced her to the workshop tools and their uses: the anvils of differing sizes, surfaces against which to mould any piece of metal into shape; the forehammer and the hand hammer, too large for her child-sized hand at first but soon enough she used them with ease; and the many tongs hanging in a neat row along the wall. Her father was always well-organised. She’s not about to prove herself to be somebody else’s daughter.
Unlike most people coming to court, Cristina is flanked by a group of twelve men. Despite her simple grey dress, her black overcoat, and the modest wimple covering her hair and neck, being surrounded by such a large group of supporters makes her seem noble. Important. Powerful.
‘The daughter of Andrew Smith?’ the scribe asks her before the bailies speak, ensuring he knows what to put down on the parchment before him.
‘Cristina, ’ she replies. ‘I’m Cristina Smith.’
‘Tell us your issue, ’ one of the bailies requests, though he knows well why she’s come.
Cristina speaks in a voice loud and clear, for the bailies, the scribe, the men behind her – for the entire town – to hear: ‘There’s been murmurs in the community of this town, ’ she says, ‘that I’ve no right to my father’s workshop and the tools there. That I’m no proper heir of his, that my womanhood keeps me from inheriting my father’s tools and his sword that has hung in our house since before I was born. So, revered bailies of this town, I’ve brought you evidence to the contrary. No writs, no documents to go over, but the testimony of the best and most worthy of the smiths of this town.’
One by one, hat in hand, the smiths step forward. Their testimonies are unanimous:
‘Cristina Smith was trained by her father as a blacksmith from girlhood.’
‘She’s as good as a member of our guild, woman or not.’
‘Cristina ought to have the tools and the sword that her father left for her. She’s his only rightful heir.’
The bailies must accept a testimony as united as this. They must accept that a woman, small as she is, has harnessed the support of the town’s most important tradesmen. The blacksmiths, who forge the weapons that defend the town as well as the tools that sustain its daily life, must be kept happy at any cost. Cristina lowers her eyes with a smile as her ownership of her father’s goods is put on paper. She almost wishes she’d brought her sword to court. Its curved handguard, shaped a clamshell, was made by her grandfather, a man with an eye for elegance. The blade itself is so heavy, only a handful of boys were able to lift it when her father invited them into his workshop to play soldiers for a day. They all gasped when she, then fifteen, swung it over her head with all the strength her hard work had built in her arms.
Once back in her workshop, she’ll take the sword from its sheath and hang it on the wall behind her worktable. It’ll be the first thing anyone entering her shop sees. Perhaps this time, the townspeople who’ve complained about her assertiveness will whisper: By God, she seems about ready to forge the world anew.