What Video Games Can Teach Us About Humanitarian Decision-Making

BlazeStorm was created during a game jam in November 2025, and was selected by a group of Direct Relief staff as its favorite game.

Disaster response rarely feels like a game, but for two weeks, 229 developers set out to make it one. Organized by Ubisoft, the high-intensity game jam, a fast-paced event where creators build playable games from scratch in a set time frame, challenged participants to model the realities of preparation, emergency action, and long-term recovery. Guided by the theme “Weathering the Storms: From Preparation to Action to Reconstruction,” and shaped in part by Direct Relief, the sprint produced 47 original, playable games in just 14 days.

A group of Direct Relief staffers chose “BlazeStorm” as their favorite game. “BlazeStorm” is a short, strategy-driven game that puts players in charge of emergency response decisions for a community before, during, and after a wildfire.

The game was recognized by Direct Relief for translating the full arc of disaster response into clear, engaging gameplay. Its art style, original music, and storytelling reinforced the tension of crisis and recovery, while intuitive controls made the experience accessible. Most importantly, the game effectively conveyed the tradeoffs of resource allocation across each phase, showing how early decisions shape long-term outcomes, all while remaining genuinely fun to play.

We interviewed Anthony David, a general programmer at Ubisoft Montreal and a member of the team behind “BlazeStorm,” about how the project came together, the constraints that shaped it, and what it meant to translate a humanitarian challenge into something playable.

Direct Relief: When the theme and criteria were announced, what was the first idea or feeling that kicked off “BlazeStorm?  

Anthony David: When our team first met together, we took the time to brainstorm using a shared board. This board became our central hub for collaboration and information throughout the game jam. We started by listing the criteria to ensure we were heading in the right direction. Then, we began proposing game ideas—many of them inspired by the theme, which was very stimulating. One idea quickly stood out and gained unanimous support: the scenario imagined for “BlazeStorm,” which included a dynamic helicopter piloting phase. Just by reading the scenario, we all had a clear, shared vision of the game we wanted to create. Moreover, the chosen theme—wildfires—felt meaningful to us, as it’s a real-world crisis affecting regions where our team members live, whether in the United States, Canada, or Europe. 

What limitation ended up shaping the game in the most interesting way?  

In a game jam, your biggest enemy is time. Fortunately, we had about ten days to develop our game. Early on, we also identified the strengths and weaknesses within our team, such as differences in experience and knowledge in game development. This made it challenging to divide and share tasks in a way that allowed everyone to make progress each day. From the start, we aimed high while prioritizing the essential elements we considered critical for our game, which helped us work efficiently through iterations. Unsurprisingly, “BlazeStorm” doesn’t include everything we initially imagined, but we’re very proud to have created an experience that meets our expectations. 

Screenshot from BlazeStorm during the helicopter action stage.

BlazeStorm” was recognized by Direct Relief partly for its social impact. How did you translate a real-world humanitarian challenge into gameplay without it feeling preachy or heavy-handed? 

That was exactly the question we asked ourselves during the development process: How can we deliver a social message without compromising the fun? We conducted extensive research on the topic of wildfires because we wanted the game to convey a real sense of urgency and the challenges involved in facing this crisis, while incorporating realistic gameplay elements. Our goal was for players to reflect on questions like: “What is the best way to prepare for a wildfire?” or “How can limited resources be allocated to rebuild and restore what has been reduced to ashes?”

What core player emotion(s) were you trying to evoke, and how did that guide your design decisions?  

We mentioned fun in a previous question, and indeed, we wanted our game to be enjoyable and engaging for players. To achieve this, we added challenges that encourage players to replay, improve their performance, and better understand how to prepare for or respond to danger. 

One emotion we particularly wanted to explore was frustration. Our goal was for players to feel some frustration when facing the real difficulty of managing this crisis, but without it becoming a barrier to the overall experience. To strike the right balance between fun and frustration, we conducted numerous internal and external tests to fine-tune the difficulty level. 

Finally, we introduced moral dilemmas in every phase of the game to keep players deeply engaged and allow them to make meaningful choices. For example, a player might have to decide whether to save a person trapped by the fire, extinguish a spreading blaze, or attempt both if they feel capable. 

How did you balance making the game genuinely fun and playable while dealing with a serious subject like crisis response or disaster conditions?  

We focused on several aspects of the game to make it genuinely fun while addressing a serious topic. First, we chose a 2D pixel art style for the artistic direction, which gave us great creative freedom. This retro aesthetic fit well with the gameplay and helped reduce technical complexity when designing visual elements. 

The experience was further enriched by sound design and a soundtrack that accompanied players through each phase, creating distinct atmospheres and enhancing emotional engagement. We aimed for a game that was simple to play and accessible to all players, while incorporating serious and realistic elements that represent the challenges we might face in real life. 

We had a lot of fun testing our game, and we hope players will feel the same when they play it. 

Screenshot from the intro of “BlazeStorm.”

Why do you think game jams are important, in general?  

I believe game jams are important for several reasons. They provide a different environment from the professional setting, encouraging creativity and experimentation. They also allow developers to create more personal games that reflect their own vision and ideas. Finally, game jams are an excellent opportunity to develop a wide range of skills, from teamwork to technical expertise. For example, I felt proud and happy to share my technical knowledge with my teammates and to see them learn and grow. 

When you heard Direct Relief had selected “BlazeStorm” as its favorite, what was your reaction? 

It was a real surprise for the entire team. We felt an immense sense of pride and joy. We never intended to aim for the top spots – the game jam was more of a collective experience than a competition for us. For most of us, it was our very first game jam, and we never imagined being among the best. 

We’re thrilled to have received this recognition, which rewards our efforts and the many hours we spent bringing our ideas to life. We also want to congratulate all the teams who took part in the game jam – we truly enjoyed discovering their creations. Finally, we’d like to thank everyone involved in organizing this event. 

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