Mono Spaces has received the following awards and nominations. Way to go!
Through the group’s personal experiences and analysis of data obtained, we got to the conclusion that social distancing and isolation have brutally affected people’s mental health and that the disruption of our routine has lead us to a reality of uncertainty. Our team realized that through technology we could express that even though we are physically isolated we are not alone, because there are ways for us to connect and be together. And that connection isn’t limited to other people, it also means reconnecting with ourselves.
During the analysis of data provided by space agencies, we realized that the reality of isolation is common for astronauts, but that doesn’t stop them from achieving great things. In the game we developed, we highlight the several parallels between isolation in space and the new reality we are facing with isolation on Earth, allowing players to express their feelings and embark upon an introspective journey, discovering comfort and strength in their own company.
The reason for our choice was the discomfort of the members of the team regarding the routine changes after the start of the pandemic. We noticed that not only about ourselves but also people around us. Developing a game was perfect for this, because not only we could express our feelings but also create a tool that allows everyone to feel empathy and consequently recognize their inner strength.
The data provided by the space agencies was used to support our idea and select interactions to ensure immersion and likelihood, aiming to display a more genuine expression of what it’s like to live during a pandemic and draw a comparison between this and isolation in space. Besides that, during the game, elaborate graphics are presented based on data provided and the player’s reaction to those is relevant to the story’s progression.
To develop this project we used Unity as the game engine, developed in C#. For graphic resources, the softwares used were: Adobe Photoshop, Adobe After Effects, Piskel e Pixelator.
The initial struggle was deciding which tool to utilize to create our prototype, as well as the lack of graphic resources in the style opted for the game. Our biggest achievement was the harmonious and productive way our team worked, always trying to work on our strengths and making sure everyone was comfortable with their tasks.
https://airquality.gsfc.nasa.gov/
https://sharaku.eorc.jaxa.jp/GSMaP/
https://eros.usgs.gov/image-gallery/earth-as-art
https://www.nasa.gov/hrp/social-isolation/
https://www.youtube.com/watch?v=FPinASEKA_I&feature=youtu.be
https://drive.google.com/drive/u/0/folders/1-tZ8It71mKtmU_leArx4tUYmol80A1l_
https://github.com/MonoSpacesStudio/IWillHelpYou