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Bioluminescence and Ultraviolet Induced Visible Fluorescence Maquette

When I used to take part in creating a world of Population Zero early 2018 prototype, we had two night parts in a game world, where the second night part characterized with all the plants and animals dissipated their energy on bioluminescence, and seized their glowing, leaving a world with no orient point.

So I brought an idea (unfortunately it was not implemented) of making the second moon to be consisted of borosilicate surface, so it would reflect UV-only light. This second moon was ascending over the the game world being a planetoid (game takes place on large selena rotating around Kepler-438b). So when all the bioluminescence is absent, the second moon would be able to make all the UV-reactive substances glow.
The UV fluorescence of materials should reveal the second layer of the world, allowing a player to see trails of animals (for hunting or avoiding them), rare materials for crafting, special markings left by other players and so on.

Artists tend to understand something at their best, if you show them something IRL.

So I decided to create a sculpted maquette, using a simple polymer clay, invisible UV paint to show the UV moonlight in action (luminescence should apeear only on moonlit surfaces), and glowing-in-the-dark luminophore on xenophungus tree to illustrate how bioluminescence work independently from UV light (blue/green holes on roots, stripes and upper parts of xenofungus "tree").

The Savannah biome maquette.

The Savannah biome maquette.

In-game screenshot of initial night lighting setup I made in the world. You can see bioluminescence  of plants. Unfortunately you could see only traces of that initial atmosphere in game.

In-game screenshot of initial night lighting setup I made in the world. You can see bioluminescence of plants. Unfortunately you could see only traces of that initial atmosphere in game.

Light schemes were tweaked many times since then.

Light schemes were tweaked many times since then.