Setting: A surrealist world of Electromagnetic charges.

The cut scene which introduces the game takes place in a university classroom, but once transported, the player spends the rest of the game in a series of psychedelic 3-D environments. The game universe belongs to the Fizzgigs, a species of furry, loyal creatures, who worship the player as their savior from an evil enemy. Setting aesthetic changes drastically as each level is completed and Fizzgigs are either rescued or lost. Player excitement will grow with the increasing abstraction and beauty of the level settings, and player immersion will lead to learning.

Each level is designed to demonstrate the interaction between charged particles using a different representational mode. As Professor Belcher’s team at MIT has shown, field lines may be animated in any number ways. By varying the means of representation we will be able to constantly defamiliarize the player and encourage her to engage with the science again and again. The ways we will animate the field lines include:

1. Colored Lines
2. Rays of Light
3. Vapor Trails
4. Color Hue
5. Volume
6. Pitch
7. Interactive Music (e.g. distance to given particles represented as corresponding tones)



Copyright 2002, MIT.