Serpentine has announced the launch of I DIDNT REALISE YOU THOUGHT LIKE THAT, a new online game and critical thinking tool by artist and game designer Danielle Brathwaite-Shirley. Launching today 21st May 2026 and available across web and mobile platforms, the project extends the world of Brathwaite-Shirley’s acclaimed THE DELUSION and continues the artist’s exploration of polarisation, identity and social connection beyond the walls of the gallery.

Developed in partnership with nonprofit organisation Beyond Code Collective and supported by Glass Castle Foundation, the release reflects Serpentine’s continued commitment to expanding how audiences engage with contemporary art through digital and participatory formats.
London and Berlin-based Danielle Brathwaite-Shirley has emerged as one of the most distinctive voices working across art, technology and gaming today. A Black Trans artist, community archivist and game designer, Brathwaite-Shirley’s work often positions audiences as active participants rather than passive viewers, creating immersive environments that centre the voices and experiences of marginalised communities.
The new release builds upon THE DELUSION, the multiplayer gaming project presented at Serpentine North between September 2025 and January 2026, which transformed the gallery into a site for difficult conversations surrounding censorship, division and social fracture.
Set within the post-apocalyptic universe first introduced in Brathwaite-Shirley’s graphic novel Below the Blue Line, I DIDNT REALISE YOU THOUGHT LIKE THAT imagines a world where every hostile online comment has become physically real and opposing factions remain trapped within rigid ideas of truth and justice.
Danielle Brathwaite-Shirley said:
“I DIDNT REALISE YOU THOUGHT LIKE THAT is a reflection of our world, allowing players to reflect on their political opinions and beliefs to understand how their judgements shape and constrict the lives of others.”
At the centre of the game is a deceptively simple mechanism: a door.
Players encounter fictional characters, influencers and conspiracy figures requesting entry based on their beliefs and values. Decisions made throughout the experience shape unfolding narratives and determine multiple endings, encouraging players to examine how everyday judgements and online behaviours influence larger systems and communities.
Drawing visual inspiration from early 1990s video games, the work combines labyrinthine environments, monsters and retro gaming aesthetics with a dynamic social-media-style feed that mirrors the speed and emotional intensity of contemporary online life.
The project blends satire, humour and difficult ethical questions with real-world materials drawn from news cycles, social media discourse, conversations with activists and spiritual leaders, testimonies from Black trans and queer communities and Brathwaite-Shirley’s own autobiographical notes.
Rather than operating as a fixed artwork, the game has been conceived as an evolving archive that will continue growing through workshops, community initiatives and future conversations.
Mica Le John, Executive Director of Beyond Code Collective, said:
“Beyond Code is dedicated to expanding access in technology so that the next generation of builders and innovators have the space and tools to create. We’re grateful for the opportunity to collaborate with Danielle and the Serpentine team to develop such important work that fosters dialogue and consideration of alternative futures. The project embodies our vision for a more thoughtful world, and we are delighted to see this work come to life in this new form.”
Bettina Korek and Hans Ulrich Obrist said:
“We are thrilled to release I DIDNT REALISE YOU THOUGHT LIKE THAT. Our relationship with Danielle Brathwaite-Shirley shows what long-term commitment to an artist’s practice makes possible — work that travels beyond the gallery, beyond the exhibition, and into the world.”
As museums and institutions increasingly experiment with gaming and expanded digital platforms, I DIDNT REALISE YOU THOUGHT LIKE THAT positions itself not simply as a game but as infrastructure for conversation — asking players what kinds of worlds are created through the choices they make every day.
Play online @ IDIDNTREALISEYOUTHOUGHTLIKETHAT.COM
(web + mobile)
Game Credits:
Lead Artist and concept development: Danielle Brathwaite-Shirley
Commissioned and produced by Serpentine Arts Technologies
Developed in collaboration with Beyond Code Collective
Made possible by Glass Castle Foundation
Developer: Fonz Morris (Beyond Code Collective)
Project Manager: Mica Le John Executive Director (Beyond Code Collective)
Curator: Tamar Clarke-Brown (Serpentine Arts Technologies)
Producer: Isobel Peyton Jones (Serpentine Arts Technologies)
Assistant Curator: Vi Trinh (Serpentine Arts Technologies)
Original Game Credits:
Technical Direction by Vincent Moulinet
Game Development by Florian Brueckner and Leo Auersperg-Castell
Writer’s room by Travis Alabanza, Tatenda Shamiso, Shaznay Martin
Costumes by Anonymous Club (Shayne Oliver Group)
Music by Lorraine James
Sound Design and Arrangement by Guillaume Tiger
Game Narrative Design by Brooke Maggs
Movement Direction by Malik Nashad Sharpe
Animation Assistance by Harriet Blend
Voice Acting by Madison Moore, Robin Rutenberg and Catharine Cary
Research and Advisory Support from Julia Ebner, Megnha Jayanth, Christopher Summerfield, Dr Stephen Reicher, Celia Hodent, Alan Resnick and Brooke Maggs.
Featuring: Bolanle Tajudeen, Harold Offeh, Ain Bailey, Rabz Lansiquot, Helen Starr
I DIDNT REALISE YOU THOUGHT LIKE THAT is intended for mature audiences. It contains strong language and adult themes. Parental guidance is advised.
About
Serpentine Arts Technologies programme explores the impact of technology through art, research and experimental projects. It supports artists to produce projects that use advanced technologies and convenes people working in art, technology, law, policy, and academia to share knowledge and develop new ideas about technology and society. The foundation of Serpentine Arts Technologies’ programme is in an evolving R&D Platform that nurtures innovation for future art ecologies by securing a crucial institutional space for pragmatic interventions and necessary risk-taking at the intersection of art, science and technology. This is achieved through dedicated research?projects, knowledge-sharing with the wider sector through Future Art Ecosystems, and co-facilitation of a national Creative R&D Working Group.???
Glass Castle Foundation is a new philanthropic foundation aiming to provide catalytic support for artists and audiences of the future. We are committed to creating the conditions for extraordinary artists from across disciplines to thrive and experiment freely, and to empowering the infrastructure needed to realise new work that challenges, inspires, and connects us all. info@qfo.org.uk
When we asked the question, “Who is Coding Your Future?”, we knew the answer should be all of us. Beyond Code Collective (Beyond Code) bridges the gap between inspiration, training, and employment in tech, connecting learners to educational content, opportunities to develop cutting-edge technologies, and avenues to launch careers. Beyond Code is a transformative new organisation designed to prepare learners of all ages and demographics to unlock the opportunities of a tech-powered world for long-lasting career mobility. Beyond Code’s integrated ecosystem aims to create sustainable pathways to quality jobs while strengthening the digital infrastructure of organisations that drive community impact. With expertise from corporate leaders and technologists, Beyond Code is not only helping learners build the foundation but also supporting technical skills, career training, placement, and entrepreneurship. Learn more at wearebcc.org/en.






