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For the gameplay itself, we started with rhythm game mechanics involving
timed orbs and lanes. While this wasn’t going to necessarily be the final
game mechanic, it was a helpful starting point for the visual flow.
To align across all teams, this was done through a series of moodboards that
touched on how the Watson guidelines could be applied across different
styles of visuals including particles, textures, geometric shapes and color
palettes.
A series of moodboards were developed to communicate how IBM Watson branding could
be maintained in a 3D immersive environment
In developing our style, we had to take into account guidelines for grid
structure, typographic layout and hierarchy, user interface elements and
motion. To manage this, we went for a simple and minimalistic approach
that streamlined the experience for the user, fit IBM Watson requirements
and allowed for flexibility through the different levels.
Each case study was aligned with a theme that would become the name of
the level and provide additional context into what the user was attempting
to achieve through gameplay. Humana became ‘Connection’, Weather
Channel became ‘Clarity’ and ESPN Fantasy Football became ‘Confidence’.
Visually, we wanted to lean into the human form (given the case study was
for a healthcare provider) and we used cables as a motif that could start
messy and disorganized, before unravelling and working together to form
organic shapes. These cables also paid homage to the call centre aspect of
the story.
Cables would start in a disorganized manner and gradually resolve as the user progressed
through gameplay
2: Clarity
In ‘Clarity’ we demonstrate how the Weather Channel used Watson to help
organize the mass of confusing information surrounding the COVID-19
pandemic. For gameplay, users would travel through the center of a
thundercloud made of swirling data, with clouds obscuring the information
users are looking for. Watson’s analysis and insights help combat this storm,
providing clarity in an otherwise disrupted environment.
Users travel through a thunderstorm, searching for the Weather Channel’s insights provided
by Watson
Aligning with overall IBM branding, the thunderstorm was a deep blue that
evolves with changing cloud patterns throughout the level.
Evolving from the mechanics in level 1, insights in level 2 are captured by free form
mousing/dragging
Development Deep Dive: Real Time Clouds
As part of the storm environment we were tasked with creating real time
clouds. Rendering clouds in real time is a challenge that can be tackled in
multiple different ways. Some applications use sprites to render the shapes,
other solutions imply using modeled meshes modeled in 3d applications,
and lately there’s a trend to use volumetric rendering of density fields using
distance fields.
The shader also takes into account that the clouds are allocated in the lower
section of the screen. This allowed us to discard the upper section of the
screen, reducing the amount of fragments to evaluate in the draw call.
Scissor tests were used to avoid the use of discard in the shader.
The integration with the orbs was done by rewriting the raymarcher into the
orbs shader. Given the orbs are small enough in relation to the screen, re-
running the raymarcher with full size resolution didn’t hurt performance.
This way the orbs would display the sections of the clouds in front of them,
while also displaying the parts of the orbs not hidden by the density field.
Integration between the orbs and the clouds uses a Hybrid rasterizer / raymarch approach
This approach works as a hybrid system -- where the rasterizer provides the
3D position where the ray marcher should stop advancing. This way, the
density field would be lower than if it kept going until reaching the total
marching steps. This approach required matching the cameras from the
rasterizer and the raytracer, otherwise the orbs would display a different
view of the clouds and the composition would look broken.
Finally for the lighting, we calculate the proximity of the orbs to the density
fields (assuming they had normals point to the density field). This proximity
provided a nice decay that allows us to brighten cloud sections that orbs are
passing through, while also avoiding evaluating the normal for each
fragment.
A slow-motion trigger gave users increased control over the game mechanic
Final Words
As we look back at The Harmonic State we are proud to have undertaken
this complex build with an “artist-driven” approach. Throughout the project
we empowered our designers and technical artists with tools to create
complex effects with little to no developer input. We continue to
experiment with this approach at Active Theory and look forward to sharing
more exciting work soon.