Three-Dimensional Models from Google Project Spectrum

Concepts for the three-dimensional structures in the space colony simulator portion of Astropolis are created by students with autism spectrum conditions as part of Google Project Spectrum, using Google SketchUp™ sketching software, and uploaded to the Google 3D Warehouse.

These concepts are then modified and extended so as to give a consistent look and feel in the context of the game, whilst remaining true to the æsthetics of the original concept.

PROJECT SPECTRUM CONCEPT FINAL IMPLEMENTATION

Astropolis Building
Astropolis Building
Tier I Residential Structure
Tier I Residential Structure
The Tier I Structure proposed by Project Spectrum was the main influence for the final design, specifically that of a rather cubic shape and the protrusion of buildings from that shape. The four bevelled corners proposed in the original model have been converted to miniature canopied areas for the residents of the structure to experience a simulated park or outside area. As this model was meant to be a low-cost (in game) version of a residential area, the high-rise structures were retained, and elaborated to evoke a high density of dwellings, this high density being the most effective way to organise the living quarters of a great number of people in the most cost-efficient manner.

Modified Floating City
Modified Floating City

Astropolis Farm Structure 3 of 3.jpg
Astropolis Farm Structure 3 of 3

Tier II Residential Structure
Tier II Residential Structure
The Tier II residential structure was influenced by two separate Project Spectrum models. The first of these, Modified Floating City, provided the basic geometry and design, including the glass dome covering the entire ‘colony’ of buildings and the notion of a larger, centralised building separated from the ‘pods’ (living spaces). The idea of the ‘pods’ was extracted from Astropolis Farm Structure 3 of 3. Though the ‘pods’ in this instance were assumed to be agriculturally oriented, the idea of separate cylindrical floating buildings was employed as a way to represent distinct free-standing residential buildings within the larger structure.

Astropolis Tube
Astropolis Tube
Transport Tubes
Transport Tubes
Project Spectrum created various tube sections, including T-pipes, Straight Pipes, Curved Pipes, and Four-way Intersection Pipes. Though the look was eventually centred around the concept of transparency (thus allowing the player to be more visually engaged with the contents of the pipes), the form retains exactly that of the original Project Spectrum tube models.

Astroplolis Command and Control
Astroplolis Command and Control
Command Centre
Command Centre
Project Spectrum's model of the Command Centre very much guided the final design. The challenge of modelling the Command Centre was passed to Project Spectrum, and this is the solution that they created. The Command Centre is a very important icon within the game; it's the first tile to be placed, and the determinant of the location of all other tiles in the colony. Thus the idea of 360 degrees of windows (in 90 degree segments) was drawn from the Project Spectrum model, as well as the idea of including satellite antennas and other forms of space-age communication.

Astropolis Floating Factory Complex
Astropolis Floating Factory Complex

Refinery v.2
Refinery v.2

Refinery
Refinery
The refinery was based on two Project Spectrum models. The first, Astropolis Floating Factory Complex, provided the motif of a large platform with buildings extending from both the top and the bottom. The second, Refinery v.2, added industrial towers centred on the model, as well as the tube connections to these towers. The combination of both models evokes an industrial workstation.

Industrial Plant
Industrial Plant
Mining Station
Mining Station
This industrial plant very much influenced the æsthetics of the mining station and the rest of the stations. The most significant motif taken from this design is the rounded front with the protruding tubes. These were merged into a single object in order to minimise the polygon count, so that the game can be played on slower computers. Also, the flat face of the station has been rotated from the horizontal axis to the vertical, and a docking port has been added near the station's base.

Astropolis Structure
Astropolis Structure

Revised and Recolored Structure
Revised and Recolored Structure

Commercial centre
Commercial Centre
The rounded outer structure has been taken from the mining station above so as to keep the style consistent across all the various stations. The structures jutting from the top and bottom convey the sense that space is more than a flat plane — unfortunately the graphics engine limits the use of pillars, so pillars and columns on the top surface have been replaced by a different cityscape. On the bottom, the pillars have been adapted, and the large central dome has been kept, as has the docking port at the front of the structure.

Astropolis Vehicle
Astropolis Vehicle
Commercial Transport
Commercial Transport
The original concept, a very spare, flat vessel, has been integrated with the required function of a freight hauler. The original design has been compressed inwards to narrow it, and the rear half has been modelled on a detachable trailer.

Space Ship (revised)
Space Ship (revised)
Personal Transport
Personal Transport
The original design has a great deal of potential. Its geometry has been greatly stretched and adapted to give a sleek, utilitarian feel.
Credits: Concepts by the students of Google Project Spectrum, final implementations by Jordan Pelovitz and Brendan Bond.