Asset List

'''Note: this preliminary asset list was created before the pitch presentation and is severely outdated. It has now been archived. Each minigame page should now contain a short asset list describing the needs for that section.'''

Static Meshes
Standard heart (sm_Standard_Heart)
 * The most basic heart mesh. A detailed model of a whole human heart. Major blood vessels (aorta, superior vena cava and pulmonaries) should all be included. Internal structure should contain tri- and bicuspid valves and heartstrings. This model will be used as the base for all other models.

Cut-away heart (sm_CA_Heart)
 * Modified version of standard heart. Anterior walls removed to expose the inner chambers and valves, but maintain the structure and shape.

Heart with vagus nerve (sm_Vagus_Heart)
 * Modified version of standard heart. A portion of the paired vagus nerve also needs to be attached. It might be easier to have the vagus nerve just be a separate mesh which sits on top of the standard heart model.

Puzzle heart (sm_Puzzle_Heart_1, sm_Puzzle_Heart_2... sm_Puzzle_Heart_15)
 * Standard heart mesh split up into 15 pieces which can be cleanly reassembled.

Cross-sectional heart (sm_X_Section_1, sm_X_Section_2... sm_X_Section_99)
 * Standard heart mesh cut into 99 horizontal slices which when arranged appear to cleanly reassemble.

Bypass vessel A (sm_Bypass_A)
 * A mesh modelled alongside the standard heart. A vein or artery removed from elsewhere in the body and sutured into place as a bypass for a blocked artery. It fit snugly into place against it. Should connect ascending aorta and the left circumflex branch.

Bypass vessel B (sm_Bypass_B)
 * As sm_Bypass_A, but this time connecting near base of the aorta to the anterior interventricular branch.

Bypass vessel C (sm_Bypass_C)
 * As sm_Bypass_A, but this time connecting near base of the aorta to the right coronary artery.

Coronary vessels (sm_Coronaries)
 * A mesh modelled alongside the standard heart. The main branches of the coronary vessels (left and right coronary arteries and veins, left circumflex and anterior interventricular branches especially). It should snugly wrap around the mesh, and appear to be connected to it when the two are in a scene together.

Textures
All of the following are required to be as realistic as possible. Make them 4098 x 4098!

Standard heart internal (t_Standard_Heart_Int) Standard heart external (t_Standard_Heart_Ext)
 * Texture for the standard heart's interior surfaces.
 * Texture for the standard heart's external surfaces.

Heart with vagus (t_Vagus_Heart)
 * Modified version of t_Standard_Heart_Ext. Vagus nerves added in.

Heart internal with nerves (t_Nerves_Heart_Int)
 * Modified version of t_Standard_Heart_Internal, with additional layers showing nervous system within the heart (nerve bundles and purkinje fibres).

Bypass vessel A (t_Bypass_A)
 * Texture for first bypass mesh.

Bypass vessel B (t_Bypass_B)
 * Texture for second bypass mesh.

Bypass vessel C (t_Bypass_C)
 * Texture for third bypass mesh.

Coronary vessels (t_Coronaries)
 * Texture for coronary vessels which sit on the heart's exterior surface.

Images
Closed menu (ui_Menu_Closed)
 * In-game menu. Starts off closed.

Open menu (ui_Menu_Open)
 * Extended version of in-game menu with a drop-down area. This area contains 3 buttons: "Return to main menu", "Learn more" and "Restart".

Text display box (ui_Textbox)
 * A simple text box. Borders in same style as menu and other floating buttons on screen. Should be basically rectangular, as its primary purpose is to display text in a clear, readable manner. Approximately 550 x 400px.

Close button (ui_Close) Stand-alone button (ui_Button) Slider (ui_Slider)
 * Small button, equivalent to the close button on a browser, but styled appropriately for the text display box.
 * Roughly rectangular button, about 150 x 80px. Needs to match other UI elements. Will stand alone in space (mainly around the bottom edges or sides of the screen).
 * Custom slider bar for the Basic Anatomy and Coronary Health and Bypasses learning modes. Non-essential.

Scroll bar (ui_Scroll)
 * Custom scroll bar for the text display boxes. Non-essential.

Cursor (ui_Cursor)
 * Custom mouse cursor to match visual style of the game. Non-essential.

Main Menu
 * The opening screen for the game. Starts off with just an image of a heart, but when the player hovers over it, anim_Main_Menu_Deploy plays, exposing a list of options for the user. The user can choose the games sub-menu, learning mode sub-menu, help page or exit the game.

Games sub-menu
 * Sub-menu from which the player can choose 1 of 5 games, jump to the learning mode sub-menu, or return to main menu.

Learning Mode sub-menu
 * Sub-menu from which the player can choose 1 of 4 sections, jump to the lames sub-menu, or return to main menu.

Help page
 * Page explaining the purpose of the game, with a brief explanation that some models can be turned by dragging the mouse around them and some can be clicked on. Player can then return to main menu.

Circulation arrow overlay
 * An image laid over the top of the screen in the Circulatory System learning mode. Shows the direction of blood flow through the heart. Can be toggled on and off.

Correct answer symbol
 * Shown when player does something correctly. Could be a large tick, but something more original would be preferable.

Wrong answer symbol
 * Shown when player does something wrong. Could be a large cross, but something more original would be preferable.

Animations
Beating heart (anim_Beat)
 * An animation for the cut-away heart model. The entire model will animate. Heartstrings will contract, pulling in the ventricular walls, then expand. The valves of the heart will open and close in anatomically correct sequence.

Menu opening (anim_Menu) ECG pulse for in-game menu (anim_Pulse) Main menu deploying (anim_Main_Menu_Deploy)
 * Menu stretches outwards to the left and then the drop-down portion emerges.
 * Pulse like a heart rate monitor display.
 * Clicking on the central node will cause an ECG-like pulse to display, trailing off to form the menu buttons for the user.

Particle effects
Blood stand-in
 * Red glow for the circulatory system game, to move through the chambers and vessels of the heart in place of blood (which is more challenging to realistically reproduce).

Clickable area glow
 * Bold yellow glow to highlight areas which the user can click for effect during the minigames.

Blocked vessel indicator
 * A hazy dark glow to cover up the areas of blood vessels, indicating that they are blocked, during the Coronary Health and Bypasses minigame.

Sound effects
Correct answer

Wrong answer

Object selected

Game start

Game finish

Learning mode start

Learning mode exit

Timer