True Colors For Life
Interactive installation with multiplayer Whac-A-Mole game.
Made in Ghent - 2013

Client: Barco
Project: Nanopixel
Design: We Work We Play
Development: We Work We Play
Interactive multiplayer game that can be played on any touchdevice through the browser. Blazing fast Full HD graphics with OpenGL showing off the perfect colors of the Barco's LED videowalls and a gameplay that fits the pace of a tradeshow.

How it works
To enter the game a visitor could use one of the iPads provided at the booth or any touch device with a browser. Surfing to http://game.barco.com connected them to the startscreen to choose a player.

Concept
The gameconcept was derived from the OverView commercial made by Hoaxland where colorful liquids drip down on black fruit creating an explosion of colors.

Gameplay for tradeshows
Players have to slice fruit to gain points while the total score degrades slowy. More points = faster degradation, making it easy to reach first ranks but hard to stay there. This kind of gameplay keeps the entry-level low, increasing the engagement and visitors on the stand.
The game was well received, so much in fact that it was sometimes hard to make people stop playing. So we made a secure web portal that allowed the stand director to start and stop the continuous game and reset the highscore from their iPhone.

Technical Setup
The render engine calculates and displays the fluid simulation in full HD (1920x1080) at 60fps in OpenGL. Everything else, from the game logic to displaying the score was handled by the game controller.


Videowall
Barco showed off their latest videowall technology providing us with a georgeous OverView LED videowall of 3x2 Full HD screens.



Wifi Wars
In terms of wifi, tradeshows are like warzones. Because the user experience heavily depended on it, we optimised in all areas of the wireless transmission.
We got the bandwith for a controller down to about 35-50kb/s keeping this to the absolute minimum. A special protocol kept the data packets in the correct order, even if slight delays occured.

With some help from our friends at Cisco we were able to configure the wifi router in a way that it could handle traffic from the online server but also reroute local connections directly to the gamecontroller, shaving of an extra 10-20ms.

We optimised the wifi frequency based on the neighbours and of course used a few special characters in the SSID to let it appear first in the list ;)