Langston Key - Portfolio

Isotopolis Racers

The Games for Entertainment and Learning (GEL) Lab in partnership with the Facility for Rare Isotope Beams (FRIB) at Michigan State University developed a racing game about particle collisions to inform middle schoolers about research at the FRIB. I joined the team a year into development after many of the original developers graduated and brought the prototype up to a shippable quality.

Contributions

  • Redesigned the user interface and implemented a basic tutorial to onboard new players

  • Improved visual feedback with visual effects, sound, and UI, so players can better understand both the science and gameplay.

  • Created a procedural 3D isotope generator to create accurate visuals for the isotopes

  • Created a procedural ionization ring placement system for increased replay value

  • Collaborated with educators and students to ensure a good user experience for the target audience

Tutorial and example of new visual style

Improving Visual Feedback

  • When I began working on this project, it had already gone through many other hands and was in a playable prototype but had poor visual feedback for the user.

  • Since the gameplay was in a good state, I began by revamping all UI to make it consistent across the whole game and establish its own unique visual identity.

  • The primary focus was to make onboarding intuitive and the HUD look like a racing game, while including information to contextualize in-game actions with what really happens during particle collision research.

Geometry node for atom nucleus

Tools For Efficient Development

  • Being the last developer on the project was a challenge, since I was unfamiliar with the pipeline and development previous developers used, so multiplying my own efficiency was key to completing the project.

  • The models used for the isotopes weren't accurate to the real number of protons and neutrons inside the nucleus of the elements, so I created a geometry node system to create accurate isotopes for the game.

  • Once the game was played a single time, repeat playthroughs weren't interesting since it was the same track, so I created a procedural system to place ionization rings (speed boosts) around the track instead of placing them by hand.

Unlock screen of Isotope Mercury-181 with some scientific details

Incorporating Educational Goals

  • Our FRIB clients’ educational goals were important in determining which aspects of the game received attention, which did not always align with traditional design intuition.

  • The end of the race went through many iterations, as it was important that the player understood they were trying to get their particle up to speed for a collision, not just passing a finish line like in a normal racing game.

  • Ultimately, this was conveyed through a cutscene transition after getting to the end of the race and a clear visual of the racer hitting the target and an isotope that appears on the other side.

© 2025 Langston Key

contact at keylangs@msu.edu