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Lab Rat: Protein Factory

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Keys: Q up, A down, O left, P right, Space to shoot (arrow keys work too). Click the game first so it hears the keyboard.

A nod to four ZX Spectrum games. Millionaire (John Hunt, Incentive Software, 1984) had you writing and selling games from your bedroom with £500: you shared 20 points between programming, presentation, original ideas and player interest, watched the sales each month, and Honest Harry offered deals that were either bargains or trouble. Cookie (Ultimate Play the Game, 1983) had Charlie the Chef knocking runaway ingredients into a mixing bowl while a dustbin monster threw rubbish in. Here you’re a new PhD student: the 20 points go to the bench stages you’d like help with, the month ends with a report, your corner of a shared bench grows into the best bay in the lab, and the dealers (Al Iquot and family) are Honest Harry’s cousins. The medium is the mixing bowl. And as in Silent Service (Sid Meier, MicroProse, 1985), the submarine game behind Beamline Commander, you move between the lab’s rooms (bench, office, catalogue, library, kitchen) like a captain between the stations of a submarine. The PI run adds Football Manager (Kevin Toms, Addictive Games, 1982): a squad with ratings and energy, changes at the end of each season, buying players and balancing the books. Here the squad is your lab, and nobody is sold or fired.

Finish the PhD (crystals delivered, on any level) and the postdoc opens: a better-equipped lab at a better university (a top institute after a brilliant PhD), a three-year contract and a membrane protein. Its finale is a lectureship interview: crystals and a paper of your own get you in front of the panel (on Medium, after two postdoc proteins; on Hard, three), and the right answers make you Professor Rat. Every finished run stays on your record; another PhD, or the postdoc, starts with the tricks you learnt and the books you read, never the kit. Finish a postdoc and the PI run opens: five years with your own lab at an institute whose name sounds oddly familiar, a start-up package that depends on how the postdoc went (perhaps as head of department), and a team to build. Each person has nine strengths (creativity, new ideas, lab skills, analysis, writing, getting things done, teaching, teamwork, communication), each with a ceiling of its own (nobody becomes a superhero), plus energy, wellbeing, focus and a bond with the lab; you hire from adverts or tempt rising stars from rivals’ labs, put people on projects that suit their strengths, hold regular 1:1s (without them people drift; with them they stay, even when a rival offers more), pair PhD students with mentors whose personalities suit theirs, make promises you’d better keep, talk pay at renewal, read the lab manager’s monthly report, send people on courses, and cheer when they leave for bigger jobs. Rick Ombinant sells “guaranteed” grant writers and cheap maintenance contracts, and Phil D. Post sends students and postdocs at a bargain salary, unseen. Grants pay the salaries, invited talks become keynotes, and better institutes come bidding for you. Each year the institute’s board sets goals (papers, grants, deliveries to the beamlines, a happy team), and at the end of the five years a review panel looks at them: a good enough grade (and a paper) keeps your lab; too few goals met, or three months deep in debt, and it closes. Ideas for new projects come from your team, from people you meet, from old lab members and from new machines, and some come with a rival racing you to the paper. Projects need the right kit (without it the team borrows, slowly), and a confocal microscope or a binding measurement can lift a paper to a top journal. Each week you choose a plan: the bench with the team (a hands-on moment of your own), a week of writing, meetings, or the week’s card (a seminar, a grant panel, the finance office). Once in five years something big goes wrong (a funding cut, a flood, a selfish new head of department, a leak), and sometimes something big goes right. After every talk, as a postdoc or a PI, there’s question time (an easy, a medium and a hard question), then the conference dinner, where a late night at the bar may teach you a secret, cost you one, or end in romance. You choose who your lab rat is: she, he or they.

As in a real lab, a PhD student doesn’t hold the big grants: you help your supervisor write theirs (a share comes to your project) and a postdoc with an equipment bid (the machine it brings is yours to use too), and now and then another student asks for a hand, which can end in a paper with your name on it. Labs are people too: a low patch, a lab crush, a row over bench space, a mistake nobody saw. Talking to someone, asking nicely and owning up all help, and the library has a (silly) book for each.

A PhD student takes posters to meetings (a good one can win the poster prize); a postdoc gives short talks, writes more papers, joins the postdoc association, and can pay a technician for a couple of months when time is shorter than money. Small things run out (precast gels, good competent cells, autoinduction supplements), so keep an eye on the shelf. The harder levels are worth more: reputation comes faster and the final score counts more. A postdoc can also try cryo-EM grids, and learn why a small membrane protein is a job for crystals. Papers gather citations month by month (Millionaire’s sales), a press release can land a newspaper or TV interview, and open days and careers events cost only time.

The science

Where the game cuts corners

The games' code is under the MIT licence, and their text and science notes under CC BY 4.0. You're welcome to use them in teaching: please credit “BioGames by David Aragão” and link to this page. Licence details. The music, ZX Spectrum-style tunes written as code with AI help, is under CC BY 4.0 too.

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