Meghan Ang's profile

CEREBRO: The Virtual Lab

— 
An educational mobile game about the brain to assist the learning of neuroanatomy. 
Client: UBC / The Centre for Digital Media / May - August 2019
Visual Design • 3D Modelling & Texturing • Video Editing
:: ABOUT THE PROJECT ::

CEREBRO: The Virtual Lab is a mobile game is designed as an educational tool to assist in the learning of neuroanatomy.


The aim of this project is to turn these resources into a game where participants can explore the brain and compete with their peers. The challenge is to take a very didactic and educational resource and turn it into a fun and engaging game without compromising the academic rigour.

CEREBRO: The Virtual Lab is now available to download on Google Play!
Download now!
:: TRAILER ::
 In preparation for the official release of CEREBRO: The Virtual Lab, I put together a trailer to be showcased at the 
health and education conferences that our client brought the game.
:: JOINING THE BRAIN BROS TEAM ::

Creation and development of CEREBRO: The Virtual Lab began in January 2019 with team Brain Bros. By May, two chapters of the game had already been designed and sights were set on a new third chapter, a leaderboard, and polishing the game to prepare for launch in the Google Play store.

I joined the team in May as a 2D and 3D artist in the art team. Working closely with the art lead, I worked towards increasing engagement in the game through the creation of new assets and elevating the overall visual design.
:: VISUAL DESIGN ::

 Art & Design Goal
1. Bring all elements (UI, environment, character) together more cohesively
2. Elevate the design to increase engagement (i.e. re-designing buttons and screen layout)
3. Apply design rules to the new Ch.3, which will include new mechanics, new environment and a      new character. 

— My contributions to the visual design featured…
• Assisting art lead in the re-design of gameplay buttons
• Designing new iconography for the game’s leaderboard feature (Image 03)
• A more minimal, stylized skybox (aimed at opening up the gameplay world space and better 
  suiting the style of all other assets)
— DESIGN RULES
• Dynamic colour  → Colour choices must be made with the aim of complimenting all elements and improving visibility (high       contrast)
• Clean and simple → Hexagon shape; Best to keep small screen of the mobile as open and uncluttered as possible 
• Bright and engaging
:: CHARACTER DESIGN ::

I modelled and textured the two characters that would appear in CEREBRO: The Virtual Lab, based on the designs of the art lead and through frequent collaboration with her.
Programs used: Maya Autodesk, Zbrush
:: ROB ::

• Main, playable character
• Clean, sleek design → Thoughtful design put into his silhouette to better suit the gameplay of Ch.1 and 2 (Rob is mainly
   seen from the back)
• Cute, friendly look → Round shapes, bright colour, exaggerated proportions, stylized facial expressions, and a textured
  finish resembling a plastic toy
:: BUGGY ::
• Distinct style to Rob → Opposing in colour and proportion (but following the “plastic toy” look as Rob)
• Rob’s enemy → A non-playable character, but one Rob must interact with in the Ch.3 gameplay


:: THE BRAIN BROS. TEAM ::

2D & 3D Artist — Meghan Ang
Art Lead & UI Designer — Zoe Zhang
UX Designer & Product Owner — Sean Jeon
Project Manager — Julia Lastovikova
Lead Developer — Kim Burke
Developers — Cindy Shi & Wayland Bang
CEREBRO: The Virtual Lab
Published:

CEREBRO: The Virtual Lab

Published: