
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
TOPIC
The first step was to figure out what scientific/medical topic that the game could be focused upon. Some possibilities that we discussed as a group initially were the immune system, topics in virology and infection, CT scan injection protocols, and many others. We cast a wide net to see what stuck. Eventually, after a lot of discussions within our group, we settled on the idea of focusing on the human digestive system. This is because we felt that the topic of digestion and digestive anatomy would be an interesting one to incorporate into an educational video game setting.

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. We spent a significant amount of time combing through research articles and summarized a few key principles that would guide the design of our game:
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).
As you can see, the literature makes it clear that player engagement is vital in the success of an educational video game. We can attest to this as well, from our own personal experience playing educational video games in the past. I have personally played games that became too "preachy" or didactic in the way concepts were relayed to the player, and I inevitably lost interest in playing the game.
One thought we had during our research was to create an achievement system that rewarded player exploration through the game. For example, if the player moved from the stomach level back into the esophagus, this would trigger what we referred to as a "pathological event", in this case triggering gastroesophagel reflux disease (GERD). This would change the game scenario and also provide a collection badge that would be displayed in the achievements menu that the player could look back at once collected. This badge would provide additional learning information about what GERD is and how it affects the digestive system. We felt this might be an interesting way to keep the player engaged in the game, even it they deviate from the intended game path. In a way, we wanted to reward the player for exploring the game rather than penalizing them because we felt that this would attract players who may prefer a nonlinear game path.
All in all, we knew that in order for our game to be successful, we would need to strike a balance between providing an adequate learning experience for the player while also maintaining their engagement so that they are motivated to complete the full educational experience in its entirety.



USER RESEARCH AND PERSONAS
Once we had a better idea of the type of game we wanted to create, we needed to spend time to figure out our audience and anticipate their behaviour so that we could design our game to align better with them. We figured 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
Based on the spectrum created by these two variables, we created 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 has high curiosity and engage well with learning experiences, but has little to no experience with gaming. On the other hand, Pauli has very high familiarity with video games, but doesn't have as high of an inclination to participate in learning experiences. We needed to understand both of these users in order to design a game that would engage both of them.

Elio's limitations, in terms of using the game, stemmed from his limited experience with video games. This meant that our game would need to incorporate simple and intuitive UI/UX with more explicit guidance.
On the other hand, Pauli is only focused on learning the necessary material and nothing more, but we knew that he wouldn't have any trouble figuring out the game mechanics. This would mean our game would need to be designed in a way that enforced learning in a way that engaged someone like Pauli. This would involve minimizing extraneous cognitive load during gameplay and using repetition to enforce learning.
In summary, we needed to create game that had a balance between learning and engagement. Learning would need to be efficient, but if the player chose to delve deeper into the learning material, they could. Also, educational information would need to be presented in multiple forms, for example through gameplay as well as through didactic-style learning in menus that the player can refer to later if needed. Drawing from these conclusions, we kept the idea of Elio and Pauli in the back of our minds during the game design process as we continued forwards with the production.
NARRATIVE
At this point in the process, we felt we had gathered enough information to begin planning out the game. In particular, we wanted to spend time deciding on the type of game that we wanted to make. One concept that resonated with all of us was the use of narrative in the gameplay. Many of us in the group enjoyed story-rich games and we wanted the same for our game. We also felt that using an interesting idea for a narrative would act as a strategy to create an engaging game experience for the player, keeping them invested in the game.
We then began brainstorming ideas for game narratives that would act as the framework upon which we could build out the rest of the game. After many different ideations and discussions, we eventually settled on the idea of a character-driven story in which 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.
We felt that this narrative was not only unique compared to the plethora of other games/media that used different metaphors to insert a narrative into digestive system education, but we also felt that our narrative was engaging and interesting, as it provided the goal of enlightenment for the player and the bolus character.
STYLE
We relied on the narrative component to dictate the style that we wanted to pursue during the game's development. In particular, we wanted to aim for an "airy" and "soft, pastel" look that evoked a sense of calm that we felt would illustrate a monk's path towards enlightenment. In addition, we wanted to the game to be a 3D game with a low-poly style. There were a few reasons for this: one being that we were all interested in implementing 3D into our first game primarily for the experience of making a 3D game. The choice to use low-poly assets was a solution to combat the restrictive time frame to complete the project - relying on low-poly assets would reduce production time significantly compared to if we had chosen to use highly sculpted and detailed models instead. We first began by creating a moodboard to create a foundation that we could refer back to when making design choice throughout the game's development.

Later on in the game development process, we also created a style guide upon which we could refer to for the specific UI designs and font choices. This informed many of the design decisions associated with a lot of the 2D elements in the game, such as the menu screen and the HUD elements in the game.


Now we can finally begin the actual game design! Phew!
One of the first tasks we tackled in pre-production was the design of the characters. We created initial concept art, and as you can tell from the image below, the Elder Enoki was originally meant to be an undigested corn kernel. We opted to switch an Enoki mushroom to provide a more unique and distinctive character silhouette for this character.

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.


The next task involved designing the levels. While we were initially ambitious and wanted to complete multiple levels for our project, we soon realized that this would be very unrealistic given the limited time. Instead, we opted to choose one section of the digestive system and create a minimum viable product (MVP) for this level. We conducted a preliminary analysis of the proposed levels and examined which ones would be best to focus on for the project's MVP. The idea was that if we created a minimum viable product that utilized many different concepts and game mechanics, we would have an MVP that would be representative of other proposed aspects of the game. Based on our analysis, we opted to design the stomach level.

Within the stomach level, there were three learning objectives that needed to be covered, which meant that three "minigames" needed to be employed, each aligned with one of these learning objectives. The learning objectives include:
Initiating gastric juice secretion
Chemical breakdown of the bolus
Physical churning of the bolus/chyme
Again, time was not on our side, and so we were forced to limit our MVP down to completing only the first of the three minigames - gastric juice secretion. This in itself involved 4 game mechanics, referred to as "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 that we were aiming to create for this project. Don't pay attention to the completed level design in this picture just yet, or else you'll ruin the surprise!

Based on this, we created a concept of how we wanted the layout of the stomach level. In it, we would have a pool where the first stage of digestion would take place. The cells associated with the tasks for the gastric secretion phase of this level would be represented by statues. Each of the statues would need to be unique and identifiable from a glance. Using shape language to define unique silhouettes for each statue type was our primary way of making the statues unique.




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.



THE GAME
And now, for the game! Click on the image below to open a new tab and play the game yourself! Note: unfortunately, the game is not optimized to work on mobile, but hopefully this is something we can address in the future.
If you are unable to access the game itself, here is a video that show the full gameplay of the demo.
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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