
I AM BOLUS - AN EDUCATIONAL DIGESTIVE SYSTEM GAME
MScBMC @ UofT
“I Am Bolus” is a concept of an educational interactive game that was created in Shehryar Saharan’s Advanced Media Design course. This project was a collaborative effort between myself, Qingyue Guo, Eve Higgins, Athena Li, Vicky Lin, Beverly Ng, and Raymond Zhang. In the game, you play as a bolus (a ball of chewed up food) traversing the digestive system on its journey towards "enlightenment." Your guide during this quest is an undigested Elder Enoki mushroom, who uses his experience to guide you through the different trials during the process of digestion. Learning objectives in the game are tailored towards the course curricula of high school and 1st year undergraduate students in Ontario and Canada.
TARGET AUDIENCE
High School and 1st Year Undergraduate Students
TOOLS USED
Unity, Maya, Blender, Procreate, Adobe After Effects, Adobe Photoshop, Adobe Illustrator, Figma, Adobe Audition, Audacity
MY ROLES
Script writing, Storyboarding, Sound/Music, 3D asset creation, Unity Development
We found particular concepts repeated among all the different curricula we examined. Because of this commonality, we felt that these topics should be focused on in our game. This would allow the game to be good tool to teach these widely taught concepts among different school districts.
The second part of our research focused on understanding game-making strategy, especially how to use video games effectively as an educational tool. Our key findings were:
the GAME OBJECTIVES (the goals that the player has to achieve to beat the game) need to be aligned with the player/student's LEARNING OBJECTIVES (the educational topic that is being taught by the game). When these two are intrinsically integrated, this ensures that learning occurs while playing the game - i.e. learning how to play the game should in essence teach the player about the specific education topic (van der Linden, A. et al., 2019)
a game has various constructs that all influence the player's learning experience, as per Ishak S. et al. (2023). In particular
INTRINSIC MOTIVATION is the player's desire to continue through the game. If a player is not interested in playing the game, they will not experience the full educational experience
GAME FEATURES are the graphical elements in the game that visually stimulate the learner to increase interest and engagement
ENGAGING GAME EXPERIENCE allows the player to have a positive experience and contributes to their enjoyment, thus increasing their motivation to complete the game.
providing the player with choices and allowing them to experiment with their decisions in the game incorporates an integrated form of learning in which the player learns through the consequences of their actions. Choices that result in a consequence and prevents the player from progressing in the game essentially confronts the player's pre-existing ideas, which then necessitates an alteration in the player's own theories and forces them to adopt a new one in order to progress through the game. In other words, moving past failure ensures that the player is learning (van der Linden et al., 2024).
USER RESEARCH AND PERSONAS
Based on our research, we hypothesized that the user's drive to continue the game is driven by two main factors:
innate motivation to engage with the learning content
familiarity with digital gaming
The spectrum created by these two variables generated four user personas that we would use to represent subsets of our theoretical target audience.

We decided to focus our user persona examination on two extremes: Elio the Explorer and Pauli the Procrastinator.
Elio is curious about learning and inexperienced with video games. Maximizing the game's usability for someone like Elio would require intuitive game controls and explicit guidance on how to progress in the game.
Pauli is an experienced gamer, but has a low motivation to learn. For Pauli, the game would need to have the learning integrated directly into the gameplay to meet the learning objectives.

NARRATIVE
We wanted the game to be engaging, and felt that using character-driven narrative would achieve this goal. In our game, the player plays as a monk-bolus (a chewed up ball of food) who is on a pilgrimage through the digestive system in order to reach "enlightenment". Throughout the game, the player will be accompanied by an undigested enoki mushroom, who we refer to endearingly as Elder Enoki. He uses his knowledge of the digestive system to guide you towards nirvana.

Upon further iterations, we arrived at much more refined characters that matched the style that we wanted for both the bolus and the enoki characters.


Within the stomach level, we aimed to cover three learning objectives using three different minigames:
Initiating gastric juice secretion
Chemical breakdown of the bolus
Physical churning of the bolus/chyme
For our MVP, we focused on addressing the first learning objective by breaking down the associated minigame into four tasks:
Collect gastrin from the G-cell
Activate parietal and chief cells that will secrete hydrochloric acid and pepsinogen, respectively
Activate goblet cells that will secrete mucous that will protect the stomach
Check the bolus' level of digestion, to see if they can pass onto the next level
The image below illustrates a breakdown of the levels, minigames, and tasks specific to the MVP.



Certain assets were built directly inside of Unity. In particular these were things that relied on Unity's shader engine to create VFX and particle systems. Some examples of these assets include the fountains, the fog around the level, the God rays, the dangerous bubbles, and the judgment tube.

Let's go into a bit more detail about how we used Unity to create one of these assets, in particular the fountains. Firstly, the fountains were actually composed of 3 different parts: the fountain cone, the base ripples, and the mist ring around the base of the cone. These 3D assets were created in Blender and imported into Unity.



We then used Unity's shader graph to create the animated materials that would sell the effect of water moving through the fountain. In the case of the fountain cone, the material had to be layered on top of itself, to give the effect of waves moving on top of the water underneath it.



There was also a 2D component in the production phase. This focused on creating assets for the UI menus and HUDs, the pathology collection badges, and even creating 2D character assets that we would use to create a 2D cutscene at the beginning of the game.



SOURCES
Fokides E, Atsikpasi P, Kaimara P, Deliyannis I. Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale. ICGA Journal: The Journal of the Computer Games Community. 2019;41(3):116-137. doi:10.3233/ICG-190111Ishak, S. A., Hasran, U. A., & Din, R. (2023). Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance. Education Sciences, 13(2). https://doi.org/10.3390/educsci13020102
van der Linden, A., van Joolingen, W. R., & Meulenbroeks, R. F. G. (2019). Designing an Intrinsically Integrated Educational Game on Newtonian Mechanics. In M. Gentile, M. Allegra, & H. Söbke (Eds.), Games and Learning Alliance (pp. 123–133). Springer International Publishing. https://doi.org/10.1007/978-3-030-11548-7_12
Van Der Linden, A., Meulenbroeks, R. F. G., & Van Joolingen, W. R. (2024). Learning Newtonian mechanics with an intrinsically integrated educational game. Journal of Computer Assisted Learning, 40(4), 1500–1510. https://doi.org/10.1111/jcal.12966
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