Video Game CME: Play Your Way to CME Credit

 

2020 is (thankfully) coming to a close. Do you still need to earn CME? Instead of squeezing in a virtual lecture or taking a course, grab your phone and get playing. We have over two dozen free CME levels designed to hone skills and enhance learning through the proven neuroscience of video games.

“Medical education is forever changing and evolving, and continued medical education for professionals in healthcare is not only mandatory, but necessary to provide the best optimal care,” explains Shawn Sen, MD Neonatologist/Cardiologist. As an integral part of physician continuing education, Dr. Sen adds that newer modalities like gameplay enrich individuals by combining entertainment and medical knowledge in novel ways.

Here’s a closer look at some of our CME levels:

Earn up to 4.25 CME credits in Cardio Ex with ten diagnosis, treatment, and procedural cases designed to capture the thrills and challenges of practicing cardiology. To really understand what we mean, it’s best to see it for yourself. Watch Level Ex CEO Sam Glassenberg demo an interventional cardiology CME level for physician celebrity ZDoggMD.

If that got your heart racing, be sure to give these cases a try:

Featured Cardio Ex Diagnosis Case: Contractile Calamity

What could be ailing this 56-year-old female patient presenting to the clinic for a routine follow-up with flutters in her chest? Strategically ask questions and run tests to zero in on a diagnosis.

Featured Cardio Ex Treatment Case: What’s the Matta With You?

Your 70-year-old patient with a past history of COPD and high blood pressure is plagued by shortness of breath and palpitations. Weigh treatment options to determine the best method of care for his multifocal atrial tachycardia.

Check out these Cardio Ex CME challenges and seven more waiting for you. Download Cardio Ex.

More Levels, More Credits

Many more CME earning opportunities await in our other apps: Airway Ex, Pulm Ex, and Gastro Ex. Rack up the credits while you take on obstructed airways, foreign object removals, or complicated biopsies. Here’s a look at some of the featured levels:

Featured Airway Ex Case: Large Obstructing Tumor

How will you handle this obstructed airway? A 45-year-old male presenting to the ER with shortness of breath is suffering from a large, obstructive supraglottic tumor. You’re called to intubate the patient to facilitate suspension laryngoscopy and removal of the mass.

large obstructing tumor blog 12 cme

We’ve also partnered with the American Society of Anesthesiologists to offer you the chance to earn up to 2 AMA PRA Category 1 Credits in Airway Ex. Level up your skills with an Airway Ex CME level. Download Airway Ex.

Featured Pulm Ex Case: Carpenter’s Conundrum

This one is a nail-biter. A 30-year-old carpenter is brought to the ED for acute-onset shortness of breath and cough after inhaling an unknown object. Navigate the bronchi and remove the foreign object in the fastest time possible.

Kyle Hogarth, MD, FCCP; Interventional Pulmonology; University of Chicago and Lead Physician Advisor for Pulm Ex, explains why this CME level is “the biggest pain in the butt” yet still his favorite case to play: “I still like taking the nail out, partly because foreign body removal is not a daily occurrence in bronchoscopy unless you do pediatrics, it seems. So, it’s always fun. It’s always challenging.” He continues, “It does, very realistically, I think, provide you some of the major challenges you do face removing foreign bodies. And because it’s not an everyday occurrence, it’s nice to get a little bit of practice under your belt.”

pulm ex carpenters conundrum blog 12 cme

Play Carpenter’s Conundrum and other CME levels. Download Pulm Ex.

Featured Gastro Ex Case: Crohn’s Disease

A 24-year-old woman with ileocolonic Crohn’s disease returns for follow-up and has lost over 12 lbs since her diagnosis. She’s complaining of persistent abdominal cramping and reports no change in her symptoms since taking prednisone 40 mg daily.

Up for the challenge? Try a Gastro Ex CME challenge. Download Gastro Ex.

Entertainment Meets Enrichment

“That unique combination of being engaging, educational, and clinically valuable is what sets the Level Ex games apart,” says Jeremy Richards, MD, MA, Assistant Professor of Medicine, Harvard Medical School. You get to have fun while you earn CME credits. It’s a win-win!

Try a CME level today and let us know what you think!

Medlife Crisis Takes On Cardio Ex

What happens when a cardiologist YouTuber records himself playing Cardio Ex levels for the first time? Dr. Rohin Francis, UK-based cardiologist with a “sub-specialization in YouTube” and author of the Medlife Crisis blog, took a break from the cath lab to play Cardio Ex for his fans at their recommendation (thanks!). We’ve pulled a few of our favorite moments for your viewing pleasure. We’re not sure which is better—his angioplasties or his jokes.

The Ultimate Play Test

It’s not everyday that we wake up to an in-depth review of our games with over 70,000 views on YouTube! Even better than the surprise was the honest, funny, and unfiltered point-of-view. Technical Designer Jacob Mooney, who designed the majority of the levels in Cardio Ex, likened Francis’ rolling commentary to “putting a plug on [a player’s] forehead and just downloading all their thoughts while playing the game.” “It was really awesome to see,” he added.

But it can also be a bit nerve wracking, too. Elsa Varghese, MD and Medical Team Manager who led the medical content development for Cardio Ex, said, “It’s always the weirdest feeling when you have a certified physician, who’s an interventionalist, that will play a game that you basically built and to critique the content. I go through two emotions: I sometimes cringe, and then my other emotion is like, ‘Oh, okay, I did something pretty cool.’”

Wins & Losses

We weren’t the only ones experiencing a range of emotions throughout the gameplay. Dr. Francis had the opportunity to feel the thrill of victory…and the agony of defeat. But we could tell he was enjoying himself because, win or lose, he kept on playing. Cardio Ex levels vary in difficulty, ranging from common to complex and rare cases. Additionally, there are three types of gameplay in the most current version of Cardio Ex: diagnosis, treatment, and PCI. In our efforts to deliver the latest and most critical content to our players, we have developed a COVID-19 unit to help cardiologists recognize and treat cardiac manifestations and complications of COVID-19, as well as explore comorbidities.

Victory!

There may not be victory signs flashing in the cath lab, but our gameplay recreates the thrills and challenges of practicing cardiology. Our in-house medical team consults with physician advisors to create levels that not only capture the complexities of cardiology, but also provide healthcare professionals with an engaging format to hone skills relevant to their specialties.

Elsa explains what it was like to see Dr. Francis play through one of our more challenging cases: “He sent a balloon that was a tad bit oversized, which caused a tear in the vessel, and it started bleeding, causing a dissection. So the next step, if there are multiple dissections, is to occlude the artery a little bit further up so you can try to control the bleeding at the lower parts of the artery, or you can directly go in with a covered stent, which has a thin mesh-like material that covers the metal struts of the stent. This special stent is then deployed over the dissection to stop the bleeding. There were scenarios where he used both of them. It was really fun to watch how he approached such a complex case.”

Patients of All Weather Conditions

Visual and audio effects create a big impact, but players don’t always notice them right away. We were delighted to see Dr. Francis highlight them—even if he did poke fun at our “snow.” Jacob says “Visual effects are like that. I would bet most people notice the level is blue and there’s snow in it, but they don’t notice that it gets heavier as you get to harder levels. It was really gratifying to see him pick up on all the more subtle elements that probably most people don’t consciously pick up on. But even if they don’t ‘see’ it, they still feel it.”

Same goes for sound. Our in-house audio engineer, Jeff Linville, created the heart-pounding environment for every level. Jacob shares an example: “Our most difficult level, Perforation Hunt, has a heavy metal soundtrack with wailing guitars and crazy drums that Jeff did an amazing job creating. It was tons of fun to see that get input into the game. And then to watch a doctor play through it and be like “ok…[laughs].” If you’d like to hear for yourself, the soundtrack is available on Spotify.

Studio Art Director Ryan Blake explains the visual and musical progression of the PCI levels: “Easier levels only contain the heart, simple colors, and chill music. We don’t want to overwhelm the player, so we introduce them to this new visual style slowly. As they progress and tackle difficult challenges, we introduce more turbulent visual effects and increase the music intensity. We want the player to know on multiple levels that things are getting serious.”

Compliments for Cardio Ex

We consider it high praise to be called “the nerdiest game possible!” Thank you, Dr. Francis, for taking the time to play Cardio Ex. We hope a follow-up video is in the works!

Enjoyed the highlights? Here’s the full Medlife Crisis video.

And, in case you missed it, Stanford-trained doctor, entertainer, and host of The ZDoggMD Show, ZDoggMD played Cardio Ex with CEO Sam Glassenberg when the game first launched in 2019. Check it out!

If you like what you see, consider checking out our open positions!

Minds Behind the Games: Michael Jacobs

Everyone loves the thrill of stumbling upon an Easter egg in their favorite video game. We get the same feeling when we discover something new about a Level Ex’er! There’s tons of hidden talent behind the scenes at Level Ex, and it’s time we share some of it with you.

We’re kicking off a new series, Minds Behind the Games, to introduce you to the unique individuals— artists, inventors, writers, researchers, and more—whose skill sets span more categories and specialties than our games. First, meet Michael Jacobs. He’s an associate product manager and patent holder!

Q: What is your role at Level Ex?

A: I’m an associate product manager. I work with our designers, developers, and business stakeholders to identify and define areas where our company can offer value to end users. I then team up with the developers to define and prioritize features and simultaneously collaborate with business stakeholders to ensure that they have the context and collateral they need to be successful.

Q: Before joining Level Ex, you worked at Medtronic. Tell us about your role there.

A: I was an engineering intern. I performed a good amount of testing validation to ensure that the fixation hooks on a leadless transcatheter pacing system called “Micra” worked the way they were supposed to. Implant fixation is generally an area of high-risk, and this device was no exception. Once implanted, the device was freely suspended inside of the heart—dangling only by the same hooks I was testing in the lab. [Wow, that sounds like an intense internship! No pressure…]

Q: What discoveries did you make while constructing, testing, and designing the cardiac pacemaker’s delivery system?

A: While building prototypes on the bench for use in piggies 🐷, I helped simplify a release mechanism method, which is used in the moment when a physician (or veterinarian) releases the pacemaker following its implantation. This eventually led to a patent filing.

Q: What is the broader impact of your discovery/invention? And why is it significant to you?

A: The design discovery was significant to me because it elegantly reduced the number of steps, variables, and operative time spent performing a cardiac procedure. Generally speaking, if there’s ever an opportunity to reduce the number of steps in surgery or eliminate unnecessary variables, it confers a safety benefit to the patient.

Q: What improvements could still be made in this area? Or what direction do you think the industry will go from here?

A: The Micra pacemaker is currently the smallest pacemaker ever implanted in a human. The thinking is that if we make the implants smaller, they’ll have fewer failure modes and cause less problems than the bulkier devices. As batteries get more efficient and compact, I’d expect even smaller implants than Micra to exist in the near future.

Q: What brought/attracted you to Level Ex?

A: As far as I can tell, there isn’t another company out there that is more committed and more immersed in meeting the needs of physicians than Level Ex. Beyond the commitment to physicians, I deeply appreciated the desire of Level Ex to leverage technology to address complex problems that haven’t been given the attention they deserve.

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Michael Jacobs (top left) and other Level Ex’ers at the Pulm Ex launch party in 2018.

Q: What do you enjoy about working here?

A: The problem we’re trying to solve, and the people we’ve got here to tackle it.

Q: What do you hope to accomplish in the future with Level Ex?

A: I’d like to continue discovering ways that game design and technology can be used to solve important problems in healthcare. One doesn’t have to search too far and wide to discover that there are classes of chronic disorders that take a less than satisfactory amount of time to recognize in clinical practice. Many experiences that we’re actively developing aim to address the gaps that can lead to such diagnostic delays.

Interested in solving complex problems in healthcare? Come work with us! Check out our open positions.

Designer Dash: What I Learned During the Level Ex Game Jam

 

On September 10, Level Ex kicked off its first company Game Jam. The rules: “Make a game about medicine. Also, have fun.”

After sending out a survey to determine participants’ interests, the organizers parsed through the results and assigned teams and individual roles. Five teams, with over 50 participants across all departments of the company, were ready to jam for first place (and endless bragging rights, of course). A large number of Level Ex’ers got to fill roles that differ from their normal job titles in the company. I, a software engineer by day, was assigned the role of designer, despite having no formal design experience. I learned several lessons over the course of the weekend.

Making a Design Document is Hard. Maintaining a Design Document is Harder.

On Thursday, the entire team met to pitch our ideas to each other. From there, the Design team met to flesh out a concept document for our chosen idea before reconvening with the team.

This gave me so much perspective on not only how hard designing a game from scratch is, but how hard maintaining and supporting that design through the entirety of the game’s creation is. Several times, other developers asked questions that the Design team had not established rules for. Sometimes answering these questions impacted other pieces of the game. I found myself saying, “Heck, I didn’t think of that” extensively throughout the weekend. Constant iteration happens in the design world, and you must be okay with pivoting quickly.

Our game idea, Donor Dash, is a Diner Dash-esque, time management game that focuses on medicinal practices from the 1600s onwards. Each patient comes in with a different complaint, and you cure them by replacing specific organs.

donor dash

Progress Visibility is Essential and Exciting

I learned how important iterative progress checks are. Our team hung out in Discord all weekend. Sharing our screens and constantly seeing the latest updates were essential for making sure we were all on the same page. It also involved everyone in the process, even those that weren’t actively updating things in Unity. As an engineer, I take the visualization of progress for granted because I see our games on a daily basis in engine as I implement things. I get a boost of dopamine when I create something that brings the game closer to completion; however, our designers usually don’t get that same feeling of success until they see it on build review days. This experience made me realize how essential screenshots and co-working sessions are—not only for catching misunderstandings quickly, but also for boosting morale and forming memes and inside jokes within the project team.

Everyone Has a “Designer Hat”

I feel much more confident that the next time I run into a minor design question, I will be able to put my designer hat on before running to my designer. It is much more helpful to narrow down the solutions that you as an engineer can think of when you run into a design question:

“The GDD doesn’t specify what happens when the player does x. What do you want to happen?” could take hours and a meeting or two to define.

“When the player does x, I could implement A, B or C. Do you have a preference?” could take minutes to answer.

The Competition

After three days, the entire company was invited to unveil the games. Each team took a few minutes to introduce the idea and show some gameplay. Although we were all in different physical spaces, everyone flooding the chat with their reactions as each game was presented simulated this real-life closeness.

All of the games presented were charming and bursting with personality. Our team’s game, Donor Dash, informed players of bizarre historical medical practices with haunting, hand-drawn art and spooky audio. Sugar Rush explained diabetes with bouncy particles and impactful choices. Cell’s Kitchen, a tower defense game focusing on the function of immune cells, featured procedural audio and a lot of Gordon Ramsey jokes. Bone Sky let us fly through a bone implant, destroying bacteria while also delivering insane cut scenes. Bubonic Billiards used fun physics to demonstrate the spread of disease with adorable characters and an impressive number of levels.

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From Game Jam to Game Fam

Level Ex’s Game Jam forced a lot of us to step out of our silos. It gave us a safe environment to experiment with different roles. Being a designer for the weekend taught me how difficult design documents are to create and maintain, but more importantly it taught me how to be both a better engineer and a more empathetic teammate.

At Level Ex, we are all humans who have a deep, intrinsic motivation to make things. The better we are at collaboration, the better our games become.

If you’re interested in joining our team, we’d love to meet you! Check out our open positions.

Designing the Future: Jason VandenBerghe, VP Studio Creative Director, describes the draw of Level Ex

I knew when I made first contact with the team at Level Ex that I had found something special.

Until now, my career has been almost entirely focused on big-budget AAA video games. Which has been great, if I’m honest. Still, all along, I have always been looking for opportunities to make a meaningful difference in the world beyond providing entertainment. Devoting time to universities, to research, to supporting independent festivals and groups striving to broaden the boundaries of what games can do… these things were always some of my favorite off-hours work.

With Level Ex I have a chance to help make a difference like that as my primary goal. I couldn’t be more excited.

Late in the interview cycle, Level Ex CEO, Sam Glassenberg, asked me—in his most direct and serious tone—why I wanted to join the company. By that time, we had already established that I am fascinated by the problem Level Ex is trying to solve, so his question wasn’t whether I was interested or not. He wanted to know what the source of my enthusiasm was.

My answer then (and now) is that I have this intuition that Level Ex is designing games from the future. I want to be part of that.

His raised eyebrow indicated that he thought I was just making up pretty words. So, I elaborated.

Imagine far in the future, where the human species is 10 trillion people spread across seven planets. In that world, while there of course will still be huge, “mainstream” games that are designed for a huge audience, my expectation is that we will also be able to design games for a more and more specific type of audience. When you have that many humans, it becomes possible to design games for “2nd year college students” or “auto mechanics” or “lawyers who represent class-action groups”… because those groups will all number in the millions. I see the future of game design as including a great deal of mining very specific corners of the human experience for rich, systemic play opportunities.

Level Ex has been doing that for years: making a science out of getting to know the real-life experience of doctors and converting that experience into meaningful entertainment. I want to help map out that territory.

I’ve been at the company for only a few short weeks, and I have already had to learn more in that time than I have had to learn in my previous few years. My love of learning is being well-fed, and I’m delighted to be working with such a motivated, skilled, passionate group of human beings.

Here’s to designing the future.

Jason has led creative teams for over two decades, developing AAA video games for Ubisoft (For Honor), Activision (Call of Duty), and Electronic Arts (James Bond). At Level Ex, he employs game design methodologies, honed through extensive experience in the consumer games industry, to capture the greatest challenges of medical and surgical procedures as video game mechanics. You can follow him on LinkedIn and Twitter. If you’re interested in joining our team, we’d love to meet you! Check out our open positions.

Level Ex Welcomes Andrew Kertesz, Principal Software Engineer

Here at Level Ex, we like to celebrate big wins—the time we shared a stage with Unity and Epic at SIGGRAPH and were voted into second place, the moment we made Fast Company’s World’s Most Innovative Companies list, the first time a video game company was acquired by a healthcare industry titan, and the day we got hard boiled eggs stocked in the break room fridge (SCORE!). We’ve had another major win recently: Andrew Kertesz joining our team as Principal Software Engineer!

“I am super excited to work in an amazing problem space that combines game technology, visualization, and medicine to help educate doctors. These are cool problems to be solving at a time the world is shining a light on the importance of our global health system… Sign me up! I want to be a part of that.”

—Andrew Kertesz, Principal Software Engineer at Level Ex

About Andrew

With over twenty years of experience in the games industry, Andrew is an expert at building teams and launching groundbreaking games across genres that push the limits of their respective platforms. His product and technical expertise spans across multiple mobile, PC, and console games, as well as platform and SDK development, web applications, and cloud services.

Andrew started his career at Microsoft where he worked building gaming technologies, such as DirectX, as well as managing a team of engineers who optimized Xbox titles. There he led the engineering team for the original Forza Motorsport. Andrew also spent several years in Nevada working for IGT as a Senior Director of Platform. While at IGT, Andrew’s team built a new casino platform that generated over $1B in annual revenue. After IGT acquired DoubleDown Interactive, a social mobile games company, Andrew moved back to Seattle to lead one of its mobile development products. Andrew most recently worked as Senior Director of Visualization and Experiences for Zume, working on various business optimization problems including minimizing food waste through analytics and machine learning.

Game Credits: Double Down Fort Knox, Wheel of Fortune, Halo Waypoint, Fable II, Lips, SceneIt, Shadowrun, Crackdown, Forza Motorsport, Rallisport Challenge, Project Gotham Racing, and Quantum Redshift

Interests & Hobbies

When it comes to games, Andrew’s all time favorite is Crash Bandicoot. He credits that game for inspiring him to enter the field of game design and development.

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Outside of work, Andrew loves to be outdoors. You can find him skiing, kayaking and biking—depending on the season.

Another passion is music. Andrew loves to experiment on Logic Pro X and Ableton Live. He says he isn’t particularly good at it but enjoys it anyway.

Andrew likes watching Futurama and Brooklyn 99 reruns with his family and is a Rick and Morty fan.

Why Level Ex?

We asked Andrew why he chose to join our team. Here’s what he had to say: “I am drawn to the amazing people at Level Ex as well the opportunity to leverage my years of experience building games to make an impact helping others. My daughter is taking her first steps studying to be a doctor. It’s great to think that it’s possible that someday the work I am doing might help her be a better doctor. As a game developer, it’s a fulfilling experience to think you can make an impact beyond just entertaining people.” We couldn’t agree more. Welcome, Andrew.

If you’re interested in joining our team, we’d love to meet you! Check out our open positions.

Pride Month Spotlight: Level Ex Team Shares Their Game Picks

Celebrating the LGBTQ+ community has been a part of our culture since the very beginning, and Pride Month is the epicenter. Last year, UI Artist Kat Anderson designed a pride logo for the team, which we used for staff t-shirts. We carried on the tradition in 2020 with a new design and shirt that many of us wore at the remote happy hour we held in honor of the occasion.

But, if we’re being honest, Pride Month felt a little different this year. In addition to the joyful celebrations, we felt the need to recognize the physical separation and unrest in our society. Level Ex’er, Victoria, echoed this sentiment in her message to our team: “2020 has been a tough year for everyone for a number of reasons, and [recent] events have further highlighted the need for community and collective awareness. This Pride we remember, now more than ever, our trans, black, and brown ancestors that catalyzed the LGBTQ+ movement following the Stonewall Riots.”

Striking a balance between celebration and serious reflection, we decided to recognize those who are revolutionizing LGBTQ+ representation in the video game industry. Our team selected and shared games created by LGBTQ+ developers and games that feature LGBTQ+ characters, which we highlighted in a social media campaign. Here’s what we chose and why.

Level Ex’er Selections

Coffee Talk

Selected by Don Xu, UI Artist

Don writes, “Queerness to me means having the courage to be true to our essence.” Coffee Talk, with its authentic and sincere story lines, does exactly that. Aside from its inclusion of queer characters, Coffee Talk, stands out for its story-focused nature.

About the game:
“The player opens a coffee shop with customers like werewolves, elves, and vampires. Like any modern high fantasy creatures working in high profile industries, they all have a story to tell. You listen to their problems while fixing them a drink or two.

One interesting story is between an orc AAA game developer and a sea monster indie game maker. They bonded over their shared experience of making games. The chemistry of this queer romance feels earnest; furthermore, it’s in service of the two characters’ ambitions.”

“Coffee Talk creates an engaging experience without relying on established game mechanics. Supporting games that dare to try new things is a great way to support Pride Month.”

—Don Xu, UI Artist

Sayonara Wild Hearts

Selected by Nicole Loud, Technical Game Designer

According to Nicole, Sayonara Wild Hearts “tells a story about recovery and empowerment.” She adds, “in this story, there are melancholy moments mixed in with moments of joy and absolute triumph. This is rare type of story for games in the queer community, as they are often defined by tragedy.”

wild hearts

About the game:
“This is an undeniably stylish, fast-paced ride set to a bumping pop soundtrack. You play as a young woman who must go on a journey to save the universe after her heartbreak disrupts its balance. She is transformed into her fashionable alter ego based on ‘The Fool’ Tarot card, and the journey begins!

However, the young woman getting over her heartbreak is the heroine of her own story. She is not a character who needs to be rescued, but instead is a character to aspire to become.

The queer elements create more standouts. The games overall colors match the bisexual flag, and our heroine defeats each of her female protagonists with a kiss. When you combine this game’s story, the magical girl transformations that bring to mind Sailor Moon, and the fact that the narrator is actress and rapper Queen Latifah, you have a fiercely feminine, and queer piece of art.”

“Where many LGBTQ+ stories in games are focused on tragedy and bigotry, this game shines for its amazing mix of melancholic, joyous, and triumphant moments. The young heroine of the story is not a character who needs to be rescued, but instead is a character to aspire to become.”

—Nicole Loud, Technical Game Designer

The Sims

Selected by MJ Young, Associate Producer

MJ selected The Sims because it “has a long history of including lesbian and gay relationships as part of their life simulation games, but in an update made to Sims 4 in 2016, the Sims team made an important stride in representing trans and nonbinary identities—and realism—by expanding the options available to players when creating their characters.”

About the game:
“Previously in the series, the available voice, clothing, and hair options, as well as many behaviors were split between male and female Sims. This update broke down these categories, and allows players to customize these options—players can even customize whether or not their Sims stand to use the toilet!”

“In addition to improving the available customization options to players, the Sims team has done a great job showing us that gender and gender expression goes beyond a binary choice—it affects many aspects of our lives in many different ways.”

—MJ Young, Associate Producer

Animal Crossing

Selected by MJ Young, Associate Producer

Lastly, Animal Crossing earns a spot for their latest, most inclusive installment that allows players to “choose a style” rather than a gender.

About the game:
“The game is carefully written to refer to the player with neutral pronouns, and all customization options such as hair and clothing are available to the player regardless of the style they choose.
This is an improvement over previous installments of the series, where players had to choose a gender, options for hair were limited to your chosen gender for the majority of playtime, and other characters would awkwardly remark if you had your avatar wear clothing that didn’t ‘match’ the chosen gender.”

Calling for More Inclusivity

While we are inspired by these games, we look forward to future gaming companies weaving intersectionality, and an even broader range of characters and narratives, into their titles. As MJ says, “ [Games are] already starting to change, but so far we’ve predominantly only seen white-coded, homosexual, or bisexual characters. My hope is that in the coming decade, the industry will continue to explore stories in the broader LGBTQ+ community—such as the experiences of trans, intersex, and asexual folks—as well as how those identities intersect with race, ability, and culture.”

“My hope is that in the coming decade, the industry will continue to explore stories in the broader LGBTQ+ community—such as the experiences of trans, intersex, and asexual folks—as well as how those identities intersect with race, ability, and culture.”

—MJ Young, Associate Producer

Take a moment to celebrate progress, Pride Month, and a promising future. Download one of our featured games and get playing! Happy Pride Month!

Curious to know more about our company culture and how you can contribute to it?
Check out our open positions.

Level Ex and Brainlab Join Forces to Accelerate the Future of Healthcare

I couldn’t be more thrilled to announce that Brainlab has successfully acquired Level Ex. Our next chapter of growth has begun—backed by a parent company that embodies Level Ex’s vision and values.

Two years ago, I visited the headquarters of Brainlab in Munich for the first time—shortly before Brainlab became one of our biggest customers. Brainlab is a 1,400-person strong medical technology company… but that descriptor doesn’t really do it justice. Brainlab is no typical medical technology company.

As a team of game developers parachuted into the healthcare industry, we at Level Ex cringe at the endless litany of examples that illustrate just how much healthcare technology lags behind video game technology—a lag usually measured in decades. Not so at Brainlab.

I have never gained more wide-eyed optimism for the future of healthcare technology than I did in the time I spent at Brainlab. I saw nothing but glorious technology, sophisticated 3D volumetric rendering, gorgeous UI and UX design, and the seamless integration of technologies like tracking, 2D imaging, 3D imaging, and AR. I witnessed firsthand why neurosurgery had developed a reputation for being one of the most technologically advanced specialties in medicine: Brainlab.

Brainlab has fiercely advanced the cutting edge of medicine for decades, building platforms that service broad ecosystems in healthcare, including leading medical device companies, life science companies, and medical societies. Its decisions are made based on what is best for the patient and the doctor. When they see a problem in healthcare, they grab their technology toolbox and they fix it. Sound familiar?

Beyond its technological prowess, Brainlab builds platforms like the Digital O.R. that integrate medical devices from across a range of manufacturers. They democratize industries and accelerate the adoption curve of new technologies in healthcare—a philosophy that overlaps heavily with Level Ex’s goals to unleash game tech and design to improve medical professionals’ skills and accelerate their adoption curve of new techniques and technologies.

With our missions so closely aligned—combined with the resources, reputation, and global network of Brainlab—Level Ex has found the ideal parent company to fuel our next stage of growth and achieve broader impact across medicine.

Because Level Ex exists at the intersection of healthcare and video games, I’d like to share what this acquisition means for both industries.

To Our Players & Partners in Healthcare

Level Ex will still operate as an independent company—with its own product roadmap. I will continue on as the CEO of Level Ex. We’ll continue to innovate in both surgical and medical gameplay without compromise. Deep in Level Ex R&D there is a pipeline of new games and features that will deliver the kinds of jaw-dropping, “I-never-even-realized-that-was-possible” experiences that we’ve become known for. And we’ll continue to accelerate delivery of solutions to new and existing customers: pharmaceutical companies, medical device companies, medical societies, government agencies, and beyond.

Brainlab is leading the digital transformation of medicine, starting with a near-term future where new technologies and data sources are seamlessly integrated into the digital operating room. In a world where the operating room and patient are digitized, Level Ex will provide the onramp through game technology and design, enabling doctors to develop their skills and confidence on new devices and techniques in a video game, before they enter the OR or clinic to diagnose and treat live patients. Brainlab will also continue to use Level Ex to expand its reach, leveraging our game technology and design to help surgeons better visualize patient data and understand the applications of new Brainlab technologies.

To Our Peers in the Video Game Industry

In the games business, we pride ourselves on the rapid expansion of our medium: growth driven by profound creativity and cutting-edge technology. Only a handful of top video game studios have accomplished the industry’s apex achievement: bringing games to new audiences through the creation of an entirely new game genre. That’s what we’ve achieved at Level Ex with medical video games.

In our industry’s 40-year history, acquisition of a genre leader by a major company from outside of the current confines of the games industry has always marked a turning point. The first games-studio acquisitions by the major tech companies (Microsoft/Google/Amazon), the leading Hollywood studios (Disney/Warner Bros), and the top media companies have heralded new eras in gaming and proven the relevance of our field.

The acquisition of Level Ex by Brainlab marks the first acquisition of a video game company by a major international healthcare company. Last week, we also witnessed the FDA’s approval of the first prescription video game. Both of these milestones are the first of many. The crucial role of video games in healthcare is no longer theory—it’s very, very real.

Thank you to the Brainlab team, and extra thanks to Level Ex employees for helping us achieve all that we have in the past four years. What a rewarding, fun journey it has been—from building a medical training game as a favor to my dad, to becoming a vibrant 105-person company with Fortune 100 healthcare clients and using our games to address critical problems in healthcare like COVID-19, to preparing future astronauts for medical emergencies with NASA/TRISH. As I reflect on our accomplishments and growth, culminating in this acquisition, I relive the same enthusiasm I felt at Brainlab so many months ago: I have never been more excited about the future of healthcare.

Fighting COVID-19 With Video Game Technology

 

“How soon can you launch this game?! We need this! We need this now!”
—Pulm Ex Playtester, Pulmonologist

Over the last five years, we have seen a range of reactions during our hundreds of physician playtests, but nothing like this. COVID-19 has amplified gaps in physician education that have been made acute by this crisis—specifically the need for instantly accessible, effective training. Physicians in our network shared:

  • “We are facing a new disease on a global scale, and there is still so much more we need to learn and share to understand what the best care looks like.”
  • “Things are continually changing in COVID-19, so it’s difficult to keep on top of things in communities not linked to academic centers.”
  • “COVID-19 has been a game changer to medicine, and information is rapidly changing.”

In addition to understanding ever-evolving data about the disease, physicians across specialties were being summoned to assist in an “all hands on deck” crisis. As our CEO, Sam Glassenberg, explained, “Medical residents and retired physicians are serving on the front lines, and medical professionals from tangential medical specialties are being thrust into roles they weren’t prepared for. Demand is unprecedented for a tool that allows medical professionals to exercise their sometimes rusty (or non-existent) skills in areas like airway management, intubation, diagnosis, or ventilator management.”

With hundreds of pages of medical resources to read, and training centers being closed, how could we help physicians develop a real mental model to manage COVID-19? How could we help them to be most effective on patient #1 instead of patient #101? Coming from the world of video games, we believe that the best way to learn, retain, and develop skills, is through play.

Our mission since day one has been to advance the practice of medicine through play: That means using video games to accelerate the adoption curve for new medical techniques, guidelines, and technological advancements. And with our mobile platform, we are able to release critical content immediately, keeping medical professionals current. This mission and work made us uniquely qualified to address the pandemic where it mattered most—at the front lines.

Therefore, we began creating game levels that would help medical professionals—regardless of their experience or expertise level—learn best practices and guidelines around COVID-19 as quickly and efficiently as possible.

Creating COVID-19 Game Levels

In early March 2020, little was known about COVID-19, and resources on best practices for emergency care were scarce. Our team started with the only information available—guidelines from the Italian Anesthesia Society, where the pandemic had struck sooner. We then sought out additional guidelines from the Centers for Disease Control and Prevention, the World Health Organization, the American Society of Anesthesiologists, and other reputable sources, along with insights from physicians on the front lines of the pandemic to inform game content.

COVID-19 level development kicked into high gear when we received an educational grant from the Johnson & Johnson Institute, as well as a grant from The Translational Research Institute for Space Health (TRISH), a research partner for NASA. We were able to build levels across three games—Pulm Ex, Airway Ex, and Cardio Ex—that provide real-time feedback and scores based on how well players’ actions adhere to guidelines, allowing healthcare providers to “practice high-stakes decisions in a simulated environment” (Dinesh Kurian, MD, Anesthesiologist) and “learn and reinforce key concepts of diagnosing and treating COVID-19” (Jeremy B. Richards, MD, Pulmonologist).

Watch these levels come to life in Sam Glassenberg’s demo during the 2020 Social Innovation Summit.

Pulm Ex COVID-19 Unit

In Pulm Ex’s COVID-19 Diagnosis Unit, players ask questions and run tests based on a virtual patient’s chief complaint, then try to determine a correct diagnosis of COVID-19 or a mimicking disease. COVID-19 presents with a wide range of symptoms, and certain respiratory illnesses present similarly to COVID-19 but are treated very differently. By solving these inductive reasoning puzzles, medical professionals can hone diagnostic and emergency decision-making skills.

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Airway Ex COVID-19 Unit

Airway Ex’s COVID-19 Safe Airway Management Unit is a decision-making strategy game that presents virtual intubation scenarios that require players to make clinical decisions about the compromised airways of COVID-19 patients. With each choice, the game explains and reinforces best practices that minimize the risk of spreading the disease. Each clinical decision impacts players’ score—choices like which devices and techniques to use in what order. Scoring is based on patient outcomes and COVID-19 safety, and after each level players can evaluate the decisions they made and internalize best practices. An added level of challenge comes from the fact that COVID-19 guidelines differ from processes typically followed during patient airway management. Jacqueline M. Morano, MD, revered anesthesiologist and academic clarified that Airway Ex’s COVID-19 levels are a “helpful reminder of what changes are occurring in the airway algorithm, as this is very different from our normal routine.”

Cardio Ex COVID-19 Unit

As the pandemic spread, we began to observe that COVID-19 can manifest with cardiac complications. In Cardio Ex’s COVID-19 Unit, players recognize and treat those manifestations of COVID-19 and explore comorbidities. They can test their ability to differentiate between COVID-19 induced cardiac complications and similar disease presentations as well as treat patients with a previous diagnosis of COVID-19 related cardiovascular conditions.

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From In-Game to the World: COVID-19 Levels in Action

As the COVID-19 crisis unfolded around us, we committed as many resources as possible to support our players and get them the information they needed—and it worked.

“The content developed by Level Ex has the potential to assist individuals during potentially very dangerous episodes of care. The content has the ability to help elucidate different circumstances that will inevitably arise in real life situations. With the assistance of the Level Ex created [games], one may be able to avoid potential pitfalls that can have dangerous consequences for both the patient and provider.”

—Nishant Shah, MD, Medical Director, Illinois Sports Medicine and Orthopedic Surgery Center, Partner, Midwest Anesthesiology Partners, Advocate Lutheran General Hospital

We have always seen our games as playing a vital role in fixing systemic problems in healthcare; little did we know that we could help combat one of the most daunting medical emergencies of our lifetimes.

To learn more and download the games for free, visit our COVID-19 page.


Further reading:

“New mobile games aim to help medical professionals treat coronavirus” by The Washington Post

“Level Ex upgrades surgery games to virtually train doctors to treat COVID-19” by VentureBeat

Highlights from Level Ex Game Day: Home Edition

On May 1, the Level Ex team set aside our work (of making video games) and gathered virtually for a company-wide game day (to play other companies’ video games). Even though we have a lot of impromptu game events at Level Ex, never have we had an official day-long event. What better way to celebrate milestones we’ve hit this year like upgrading Cardio Ex and launching COVID-19 levels? COVID-19 quarantine meant we couldn’t celebrate together in person, so… Bring on socially-distanced GAME DAY.

How to Craft a Successful Socially-distanced Company Game Day

We’re a crew of creative problem solvers, so coming up with a replacement for our typical happy hours and game nights in the break room came naturally.

  1. Our team crowdsourced an extensive list of board games, video games, and card games that could be played from home. Our game day Slack channel came alive with ideas.
  2. A schedule was written up in Google Sheets and pinned… everywhere.
  3. We set up a Discord server with channels for each game underway.
  4. Prior to game day, several of our team members painstakingly recreated our entire office—a full floor of 180 N. LaSalle—in Minecraft. This served as a never-before-seen welcome for dozens of our newest hires who had arrived since COVID-19 and never had a chance to work out of our new offices. (For the rest of us, just looking at the Minecraft rendering of our kitchen made us miss the cold brew, gourmet coffee, Bevi sparkling water, kombucha and craft beer—not to mention the snacks.)

    Level Ex’ers having a party in Animal Crossing and wearing custom t-shirts made in the game to resemble IRL Pride Level Ex shirts.

    From World of Warcraft to Codenames, Level Ex’ers from all departments joined in friendly and fierce competition in over 20 different games. It will come as no surprise that we have some creative—and cutthroat—players in our ranks.

    The games included Acquire, Catan Universe, Burgle Bros., The Lord of the Rings: Journeys in Middle-earth, Acron: Attack of the Squirrels, Animal Crossing: New Horizons, Risk of Rain 2, Astroneer, Escape From Tarkov, Project Winter, Trivia, Archero co-op mode, Scattergories, Modern Warfare: Warzone, Overwatch, BroForce, Jackbox Party Packs, Rocket League, and Tabletop RPGs.

    Bonus: Game day took place while the games industry united to encourage people to use video games as a way to connect while social distancing (#PlayApartTogether).

    After you tour our “office,” check out our open positions and learn more about what makes working, and playing, at Level Ex so satisfying.