Sensors Alive

Companion game to a kids' science kit

Android & Apple // tablets & phones


PROJECT NAME

Sensors Alive (US)

Monster Maker (Ger)


ROLE

2D/3D Artist


ENGINE

Unity 3D


RELEASE

September 2018


CLIENT

KOSMOS Verlag


Links

Thames & Kosmos Product Page


After collaborating successfully on Steampumpkins, United Soft Media (as part of the KOSMOS Verlag) reached out to us with the prototype of a science kit for kids. The kit included four sensors that were able to read temperature, volume, acceleration and light intensity and a base station which transferred the data from the sensors to a Bluetooth device. We were tasked to develop a game that uses the data in an entertaining way and at the same time teaches the kids a basic understanding of the physics behind it. The game resonated especially with an audience of STEM-interested kids and parents and received awards for its design.


We decided to use the data in a way that kids would be able to hatch monsters, create their habitat and grow fruits for them to eat. The sensor data affects the monster’s look and choice in habitat.

For example:

low temperature = thick fur

low light intensity = bigger eyes

low acceleration = chubby build

This meant creating modular assets to make sure a high amount of permutations were possible.


Personally I created most of the island 3D models, including unwrapping and textures, the look and layout of the User Interface and in part the models of the monsters, their textures, color schemes and a few animations. I also designed pitching and proof of concept documents for our client and some promotional material.

Concepts, 3D Models and textures

Selected UI mock-ups, 3D models and textures, based on the original concept art. The stylized assets are meant to resemble traditional whimsical 2D drawings. Click to get more info.

While the temperature data defines which 3D models are used on the islands, the light intensity changes the textures. This turntable shows the different textures for the cold islands. 3D models and textures by me, original concept by Hanna Gärtner.

Environment models for the ice cold islands, sorted from low to high light intensity. Models and textures by me, concept by Hanna Gärtner.

Environment models for the ice warm islands, sorted from low to high light intensity. Models and textures by me, concept by Hanna Gärtner.


UI mock-up for the monster interaction screen.

While the temperature data defines which 3D models are used on the islands, the light intensity changes the textures. This turntable shows the different textures for the moderate temperature islands. 3D models and textures by me, original concept by Hanna Gärtner.

Environment models for the cold islands, sorted from low to high light intensity. Models and textures by me, concept by Hanna Gärtner.


Environment models for the hot islands, sorted from low to high light intensity. Models and textures by me, concept by Hanna Gärtner.


While the temperature data defines which 3D models are used on the islands, the light intensity changes the textures. This turntable shows the different textures for the hot islands. 3D models and textures by me, original concept by Hanna Gärtner.

Environment models for the moderate temperature islands, sorted from low to high light intensity. Models and textures by me, concept by Hanna Gärtner.


Quick 3D mock-up I did for the inside of the spaceship.

Trailers, Screenshots & Awards