Case Study: Cosmic Careers from the Earth to the Moon

We partnered with the Astrobotic Foundation’s Moonshot Museum to create an interactive educational experience, taking students on a journey from a high-tech cleanroom on Earth to the geological wonders of the lunar surface.
The Brief



The Moonshot Museum’s travelling planetarium dome needed a fresh way to engage students in grades 5 through 8. While animated videos are the traditional choice for planetariums, the client challenged us to create something new: a hands-on, interactive game.
The experience needed to achieve three key educational goals:
- Introduce students to the purpose of a cleanroom and the assembly that happens there.
- Spark curiosity about the geological exploration of the Moon.
- Simulate the excitement and challenge of piloting a lunar rover.
The final game would be projected onto a large 16-foot inflatable dome, creating an immersive learning environment that can travel to students across Western Pennsylvania.
Our Approach
Our primary role was producing the environment art, but we went further by contributing to the core game design to ensure the experience was intuitive for short play sessions. To guarantee seamless collaboration, we established the project’s technical foundation, including shared project management tools and a code repository.
Our creative process utilized advanced techniques like procedural generation to efficiently build realistic and functional environments, from high-tech clean rooms to vast lunar landscapes. A key achievement was our innovative use of the Unity Package Manager (UPM) to deliver all art assets. This streamlined workflow decoupled our contributions from the main repository, ensuring simplified, disruption-free updates for the development team and setting a new standard for efficient collaboration.
The Result
Lyon Ritchie delivered three comprehensive Unity Package Manager "kits": the Cleanroom Kit, the Rover Kit, and the Lunar Surface Kit. These packages contained finished scenes, optimized materials, lunar terrains, and nested prefabs that allowed for efficient asset reuse for Unity’s High Definition Render Pipeline (HDRP).
Using our in-house library of custom tools, we kick-started the development of the large-scale environments and created flexible, curve-driven lava tubes. The project not only met the client’s challenge to create an interactive educational experience but also refined a highly efficient workflow for collaborative game development. The final product was a set of game-ready environments, poised to inspire the next generation of cosmic explorers.