Overview
During my tenure at D2 TEAM-Sim, I led the development of a sophisticated Formula One racing simulation for Novartis. This project was designed to educate clinicians on the complexities of treating Parkinson’s Disease by using a high-stakes motor racing metaphor.
The Therapeutic Metaphor and Logic Engine I architected the game mechanics to serve as a direct clinical simulation. In this ecosystem, the car and driver represent the patient, the physician acts as the "pit crew," and the race track symbolizes a "day in the life" of the individual.- The Challenge: The objective is for the physician to prescribe the correct dosage levels and intervals to navigate the track with minimal side effects and symptoms.
- The "Generic" vs. Stalevo Comparison: I implemented a baseline "test lap" allowing doctors to observe patient performance on a generic regimen before challenging them to optimize outcomes by switching to a Stalevo-based protocol.
Haptic Feedback and Symptom Emulation
To move beyond visual learning, I integrated physical and visual "force feedback" to illustrate the consequences of improper dosing.- Hyper-Medication (Dyskinesia): If a physician prescribes too much medication or doses too frequently, I programmed the racing wheel or X-Box controller to shake violently. Simultaneously, the screen image oscillates to simulate the involuntary movements associated with over-medication.
- Under-Medication (Bradykinesia): Conversely, if the dosage is insufficient, the car logic forces the vehicle to slow down or stall, mimicking the slowness of movement and muscle rigidity found in under-treated patients.
- Synchronized Audio Environment: I oversaw the creation of a dynamic "radio chatter" system between the driver and pit crew. The dialogue is fully synchronized to the patient’s current disease state and dosing level.
Technical Architecture and "Table-Driven" Design
I managed a multidisciplinary team to build the entire 3D environment, including all assets and graphics. A key technical requirement was ensuring the longevity and flexibility of the clinical logic.- Scalable Patient Profiles: I developed a "table-driven" patient architecture. This allows the client to modify the disease state and therapeutic window for three distinct patient types without requiring additional programming.
- Modifiable Content Modules: I ensured that all music, radio chatter, and in-game text remain easily adjustable, allowing the project to evolve alongside shifting clinical data.
- Experience Personalization: I implemented user-controlled variables for background music and audio mixing to enhance the immersive quality of the simulation.
Project Leadership and Multi-Channel Deployment
As the project lead, I was responsible for the full development lifecycle, including sound design, quality control, and client communications.- Strategic Management: I focused on managing stakeholder expectations and strictly controlling "scope creep" to ensure a high-fidelity delivery.
- Congress and Web Integration: I led the deployment of the simulation for use at major pharmaceutical congress events and developed a hosted web-based version to extend the reach of the educational content.


