Monday, May 1, 2006

Immune Attack, Look and Motion Reference Library

Immune Attack is an educational video game designed to teach immunology to high school students.   Produced by the Federation of American Scientists with a grant from the National Science Foundation, v1 was designed at the Unversity of Southern California in collaboration with Brown University.   Early in the process, I assembled The Look and Motion Reference Library below to help the game designer, programmers, and my art team of college students from both universities to work together towards a look and feel consistent with the graphics in the High school textbook, since the students are the primary users.  But the videogame does not need to mimic the high school text as the producers (FAS) hope for a broader audience.

Here is a demo of what we made.




I.  Referenced Media

Movies:
Fantastic Voyage 1966
Innerspace 1987
Fight Club 1999
Osmosis Jones 2001
Television:
NOVA: The Universe Within 1995
House: Mob Rules2004
Medical Illustrations:
Gary Carlson (GC) 1990-present
SIGGRAPH Theater 2004
Books
Immuno Biology - 6th Edition, Garland Science
Planet Risk
We Cell
Theme Park Rides:
Epcot : Body Wars  1989
              


Other examples to consider
Biology: Exploring Life (High school text)
Lanidol Medical Team
3 Kings – Bullet Scene
The Human Body – Imax  2001
The Incredible Human Body – National Geographic – 2002
Scott Fischer’s Nintendo Game



II.  Look and Motion Reference Library


1. 2D Icons
XFERABLE TO REAL_TIME (X2RT)
The density of Red Blood cells in the vein can be shown by clamping down
When release, engage motion blur
Create virtual clamping tool and add Camera Shake to show Breathing.


X2RT:
Stylized icons (Sprites) moves more accurately than in Janeway. 
Here more evidence that the way something moves is more telling of its character than the way it looks)


2. Cell Shaded 3D Geometry (to Mimic 2D Icons)


X2RT: Render 3D Selectin game with cell shading.

3a. Light Microscope with Graphics


3b. 2D Icons in 3D CG Model



4. Transmission Electron Microscope

   

X2RT: Give the player the ability to speed up time.



Non-Photo-Realistic (NPR) rendering techniques can be used to achieve this realistic feel.

5a. Scanning Electron Microscope





Note:  This is a visualization of the brain.

5b. Scanning Electron Microscope (Color to highlight)

6. Fluorescence Microscope


 



7a. 3D CG Diagrammatic




X2RT: Bullet Time


7b. 3D CG Ribbon Diagram


8. 3D CG ‘Realistic’








X2RT: 2D Sprites can look like 3D geometry!




9a. 3D CG Robot Metaphor



9b. 3D CG Nanobot Metaphor



10a. Miniature models with Practical effects



10b. Miniature models with Practical and Analog effects





>> Transitions between different Looks

____________________


QUESTIONS

1. Programmers:
Which of these effects does the game engine support?
a.) 2D Post Effects:  Fog/Haze, Depth of Field, Glow, Depth of field
b.) Shaders: Fake sub-surface scattering, Refraction, Procedural Volumetric Shaders
c.) 3D Effects: Deforming Geometry, Dynamic, Blobs
d.) 4D Effects: Animated Bump map
Game designers:
Does the visual vocabulary support ALL the game play?