The space and construction objects were created procedurally. They are not made of simple metallic materials, but rather shaders that reflect different colors due to reflection, and we wanted to show subtle differences in color through diffuse reflection.
The main object has about 100,000 hairs per letter, and we used visual scripts to manage their positioning to minimize simulation time. The spilling petals were created using photoscan textures, and the particles have a material that fades out in response to the simulation. Collision animations for the objects involved in the internal medicine utilize rigid body simulation and slow motion, while sub-objects are animated with keyframes for added interest.
The soundtrack was created to create an atmosphere of a moving sphere on a journey.
We used a light marimba to represent the circulation of the internal organs and the hospital's equipment, which can be a heavy and intimidating subject, and a rhythmic electric guitar to represent the building of trust in the hospital. Breaks in the changing shots made the repetitive music more interesting and helped smooth the transition to the next scene. We also added SFX to match the visuals to maximize immersion.