Prototype 2
After doing some testing sessions with our first prototype, we learned some valuable lessons:
The floating hand menu was not comfortable to use for long periods of time.
The current design of the simulation space wasn't compatible with the envisioned multiplayer mode, where users would spawn all around the center of the space.
To solve the issue with the center of the environment not being visible to all players around it, we decided to remove any element that didn't belong to the actual simulation and make the simulations as much symmetrical as possible, so they are equally visible from any perspective. At the same time, to be strategic about the team size and the areas of the scene we should focus on, I divided the environment into 3 areas:
Interactive area: this area would change its structure/arrangement completely based on the selected simulation. This was because each simulation would have different needs in terms of disposition of the elements and interactions. This area is right at the center of the scene and players would spawn around it.
Static area: this would be the area which sets the narrative that ties all simulations together. It should look like a futuristic lab with an open ceiling. It would be static and the same for all simulations (with the potential of having some assets specific to each simulation).
Sky area: the area outside the spaceship would set the mood for the current topic. Thinking about the potential of having more topics apart from cellular biology in the future, it would showcase the location where the futuristic lab has traveled: if the loaded topic is about studying the solar system, the sky will display the space; if the simulation is about studying cells, it would look like the inside of a cell.
This scene structure would allow us to focus on having the highest amount of detail and time spent in the interactive area, which is where the actual simulations would take place and the closest to the players. After that, the static area would also be pretty detailed but without spending as much time on it in comparison to the first area since it would be shared by all simulations. Finally, the sky area should be the area where we spend the less amount of time but would be the one that sets the mood in terms of lighting and overall feel for each topic.