A pigeon-breeding puzzle game I helped to develop at the Genetic Science Learning Center, Pigeonetics sneakily teaches the rules of Mendelian genetics through observation of genotypes and their effect on the phenotype.
Role: Art director, graphic designer and animator. Coding by Pete Anderson, and puzzle-design by Sheila Homburger.
Structured like studies on distracted driving, Distractown is a wild driving game in which you have to pick up and drop off fares while also answering simple math problems provided by a overly chatty dispatcher.
Role: Art director and graphic designer. Coding by Pete Anderson
A suite of apps developed at the Genetic Science Learning Center, The Neuroscience of Our Senses explains how the organs of perception work.
Role: art director, graphic designer, illustrator.
See uses an iPhone or iPad camera to show users how various kinds of color-blindness and disorders affect vision, as well as what many animals can see. Unfortunately, you can only see as many colors as you can, so you'll never be able to see what a mantis shrimp sees.
Touch allows users to drag, poke and scrape objects across an area of skin to see how different kinds of receptors work, and why it's possible to "fool" your skin into feeling nothing at all, as sometimes happens when you get a shot.
Balance uses the level and movement detection mechanisms within an iPhone or iPad to show how our inner ear's sensory cells perceive motion, and how easy it is to get dizzy.
© 2024 Ryan Perkins