
DragonFly is a real time 3D educational computer game that aims to integrate physics education into the structure of the gameplay in order to foster more engaged learning that goes beyond the book.
Its philosophy is to allow the player to dynamically experience the physical principles in action rather than simply read about a set of facts. It hopes to stimulate learning through engagement with the player's imagination and personal experience. By taking advantage of the player's natural ability to learn this way, the game hopes to foster further interest in the subject and learning in general.
The player controls a dragonfly larvae assigned to protect a hermit crab by throwing rocks at predatory fish. Physics education is integrated into the structure and motivation of the game as the player is required to consider the angle, velocity and mass properties in order to make efficient use of each throw.

One of four immersive underwater environments.

Texture for level 3. Unique textures and heightmaps were created for each level.
In summer 2007, the game was selected as one of only five finalist games nationwide to compete in the final judging round for the hiddenagenda educational game contest in Austin, TX.
This title was developed by the UCSD GRAF/x, Graphics and Rendering group. I was the principal graphics artist and was responsible for game level design and in-game graphical elements including the main screen, level complete screen, credits screen, interface buttons, and keychart.
I also contributed to the general educational concept through the idea of using info-graphics and information visualization techniques to convey visually the angle, velocity, and mass information. This data rich visualization will be in the form of a "data bubble" appearing in the center of the player's field of view. By making the physical properties data more apparent, players are encouraged to think more about how these properties would affect their throw before any action is taken. The "data bubble" would limit the reactive tendency of the player to just throw mindlessly hoping that the rocks will hit. Such fostering of thought and active consideration of the consequences of one's actions would greatly benefit the educational goals of the project.

DragonFly main screen background is rendered using the Blender 3D authoring program.

Level complete screen provides feedback on how accuracy is computed. Total hits divided by total throws.

Game completion screen.
© 2009 Xuan Li