You are on page 1of 11

The Harmonic State by GPJ and

Active Theory wins Site of the


Month July 2021
Massive congratulations to Active Theory and GPJ,
winners of Site of the Month July for The Harmonic
State. Thanks to all of you who voted - the winner of the
Pro Plan is named at the end of the article.
The Harmonic State is an interactive web experience that translates the
breadth of IBM Watson's capabilities into a fun and engaging game,
educating users on Watson's key business benefits. This IBM activation was
initially concepted and introduced to us by GPJ. We teamed up with GPJ and
Plan8 to create, design, and deliver this cinematic, audio-visual web-based
experience.
Trailer video

The Brief: From Dissonance To Harmony


The original concept focused on a series of case studies that would
artistically demonstrate how IBM Watson solves real world business
problems. The user would start with dissonant and chaotic visuals that
would be analyzed by IBM Watson, revealing insights for users to act on
which would change the visuals into a more vibrant, structured and
harmonious palette. This journey was complemented by sound, as a
dissonant soundtrack gradually transitioned into harmony and order as
users acted on the insights provided by Watson.

Initial visual inspiration for dissonance

Initial moodboards for the chaos / dissonance represented a business


waiting to be optimized by IBM Watson. These visual soundscapes were
asymmetric, disorganized, random, sporadic, dark and broken.

Watson analyzing animation

Once the experience commenced, Watson would analyze the environment


and highlight visible insights for users to act on. From a business
perspective, this process aimed to demonstrate how choosing the right AI
partner can mean the difference between harmony and dissonance.

A generative 3D tunnel would move users towards harmony as they interacted


As users interact with the insights, a generative 3D tunnel would react
dynamically to user gameplay. We suggested this approach to give each user
a unique audiovisual experience, increasing replayability as the game would
remain challenging on each new play through.

Initial Concepting and Flow


To visualize the concept, we developed a series of look dev screens to
highlight the experience flow including onboarding, level selection,
gameplay and a summary screen.

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 further demonstrate the flow (and incorporate an experimental audio


track provided to us by Plan8), we developed a motion comp. This combined
the early visual direction, user flow (dissonance to Watson analysis to
harmony) and audio elements.
A motion comp with music track was prototyped to demonstrate the concept
Visual Direction
As part of the transition from dissonance to harmony, we needed an
overarching visual direction that could be applied in different ways across
the three levels. This visual direction also needed to align with existing IBM
Watson branding.

Watson brandlines and identity

This proved to be a particularly interesting challenge as existing IBM Watson


experiences and branding tended to employ flat, minimalist, 2D graphics --
so we needed to work out how to develop a new ‘north star’ for a rich, 3D,
immersive experience, all while remaining 'on brand’.

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.

Design experiments conveyed simple and minimalistic UI

Developing the Levels


With visual direction and branding established, the next step was to develop
three different level interpretations that would align with three real-life
business applications of Watson.

These three case studies were:

 Improving wait times for Humana, a healthcare insurance company


 Assisting the Weather Channel with customer engagement
 Providing insights for ESPN’s Fantasy Football tournaments

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’.

A theme was applied to each case study to help the user

understand the purpose of the level


1: Connection
In ‘Connection’, users are introduced to Humana, a leading health insurance
provider that aims to reduce costly pre-service calls and improve customer
experience with Watson’s conversational AI.

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

As this concept evolved in production, we immersed users in a network of


fibre optic cables to travel through. Watson would then analyze the
environment, highlighting the customer ‘calls’ and the correct source for
where to direct the inquiry.

Build and design iterations demonstrated the evolving visual direction


In the final result, users were presented three different rings to control.
Acting with Watson, users direct these calls as they come in. With successful
applications of this mechanic, the visuals and music grow more and more
organized.
The final production build for Connection

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.

Using a volumetric approach, we had to be aware of a key limitation: the


effect itself depends on the screen resolution (and this was particularly
important given the project required to render the clouds in full screen). To
address this, we rendered the clouds in a small render target and then
upsampled this to fill the whole screen. The size of this render target was
defined by the GPU of the user's device, meaning different resolutions
would be provided based on the expected performance of each GPU.

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.

To color the clouds, we applied a gradient ramp to the calculated density


value. As there is no environment, we used additive blending with a
background gradient to blend the clouds into the rest of the composition.
This allowed the clouds to match the background as it got lighter and lighter
during gameplay.
Clouds color is defined with a black and white density field with additive blending to the
background

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.

Light is calculated based on the distance from the orbs


3: Confidence
For Fantasy Football players, there is an enormous amount of information
telling players which picks to make throughout a season. In ‘Confidence’, we
demonstrate how IBM Watson helps players sort through the mountains of
content to eventually gain confidence in their decisions.

Calm, collected, soft gradient shapes represented content

As we experimented in dev, an early emphasis on colors took a back seat as


we instead focused on creating interesting shapes and patterns that would
be dynamic and challenging for users to play through.

Design and build iterations during production

For game mechanics, we wanted to add another layer of complexity given


this would be the final level. As well as free-form moving around to capture
insights, players could also use a slow-motion trigger that would slow down
time and allow them to reach some otherwise challenging insights. Finally,
matching the fantasy football theme, negative insights would also appear.

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.

You might also like