In that Satisfactory demo, the guy took it to flabbergastingly ridiculous extremes of complexity, far beyond what the game designers intended, with thousands of factories consuming resources and pumping out and products, miles of tangled conveyor belts strung all around through the sky, stitched together with mergers and splitters, collected and buffered in storage containers, moving, mixing and diffusing millions of individual items all around the environment. But I get the impression that's hardly scratching the surface when it comes to biology.
Your Bunny Planet design session really illustrates how wonderfully your work applies to computer games:
Chaim Gingold (one of the developers of Spore) made "Earth: A Primer", a cool interactive educational simulation science book, also like your work, inspired by Neil Stephenson's young lady's illustrated primer, but on a somewhat different physical scale:
I sent Chaim some links to your work, and he loved it and said he has collaborator who will be delighted to learn about it too. He also teaches computer game design, and did his PhD thesis on "Play Design". You should work together, and fill in all the levels between planets and cytoplasm! ;)
https://www.youtube.com/watch?v=Oh2oF-eZTD8&list=PLrBjj4brdI...