Inspired by late 20th century video game pixel graphics, I looked to work with a pseudo three-dimensional isometric art style, similar to the graphics seen in Chris Sawyer’s Roller Coaster Tycoon (1999). In addition, I felt that the emphasis on building, construction, and micromanagement in the game tied in well with the goals of the research data. I began with a simple bar graph mapping the presence of the tested gene in a particular part of the plant at different life stages. I then adapted that graph to the isometric style and experimented with the result, considering the potential problems with each iteration. Although still in the experimental stage, the “diorama” appears to be the most successful, and will likely be the biggest influence on the direction of the final project.