Polymerase Chain Reaction (PCR) Lab
About:
This virtual reality experience is meant to help college students learn about one of the many applications of polymerase chain reaction (PCR) in forensics. Players try to solve a murder mystery via DNA fingerprinting using PCR and gel electrophoresis.
In this game, players learn about the components that make up a PCR reaction, the basic steps of the reaction as well as how to use a pipette to perform PCR. The game is designed to have a science fiction look and feel to make learning about a dense topic like PCR more fun and interesting.
Collaborators: Ben Colvin, Siwen Wang, Michelle Sheena
Role: Art direction, asset development & UIUX design
Client: Samantha Bond, UIC BVIS
Software: Unity 3D, 3DSMax, Substance Designer & Painter, Zbrush, VMD, Adobe After Effects, Photoshop & Illustrator
Format: Exe application accessible on Oculus Rift & Quest
Art direction
The game was designed to have a sci-fi look and feel to increase engagement and make learning about PCR more fun than what a typical protocol in a real scientific lab would look like. Working together with Siwen, we did research and created a mood board to ensure the look and feel of the environment was reflective of our goal. I then came up with a style guide to ensure that the 2D and 3D elements in the game work well together.
We also decided to use the Universal Render Pipeline (URP) to allow for more complex materials and post processing effects while maintaining efficiency.
Asset development & Design
3D animations and assets
I created most of the 3D & 2D animations in the game, a few 3D assets in the environment and designed the UIUX elements for the screens. I decided to use a simplified look for the molecular particles to play up the sci-fi, non realistic feel of the game. The animations were intended to supplement the description of the function of each PCR component on the screen.
In addition to animations, I was tasked with adding some greenery and plants to the environment. To ensure that the plants are low poly enough and optimized for a VR environment, I decided to model planes for the leaves and used PNGs with alphas on these planes.
UIUX & 2D Design
I also designed and illustrated most of the elements on the screen, including the 2D animations. Michelle and I worked together to ensure that the flow of the information as well as the illustrations on the screen reflected what the player needed to know to be able to progress through the game.