
A video game that allows visitors to experience a twilight reef like a scientific deep diver.
My Role: I defined the project direction and led the game design, and I collaborated on the interface and physical controller design. I also wrote all content, conducted and analyzed the user research, and assisted with the 3D modeling for the game.
Who I worked with: Exhibits Project Manager, Digital Project Manager, 3D Designer, Graphic Designer, Visual UI Designer, Software Developer, Audio Visual Engineers, Preparator, Fabricator, Scientific Advisors, Director of Exhibit Development.

Design and Development
Concept
We wanted to create an immersive game where visitors collect fish from a twilight reef. Players must control their exertion/respiration while collecting fish, otherwise they lose exploration time, matching the real experience of the scientific divers. In the first version of the game, we planned to use real biofeedback as a part of the gameplay.
+ Concept Inspiration
+ (Why does respiration matter?)
Validation Prototyping
We began by exploring one aspect of the original concept: using heart rate biofeedback in the gameplay. We conducted early validation tests on how video games impact heart rates, and found that the effect of emotion was unreliable.
+ Methods
+ Observations
UX Refinement
In light of our findings on the inconsistent impact of emotion on heart rate, and in order to more closely match the real challenge that scientific deep divers face, we modified our design plans to include a physical controller to help drive heart rate changes during gameplay.
+ Physical Controller
+ Heart rate challenges
Concept Modification
The variability of real heart rates was problematic for our game logic, but there was also the challenge of creating a custom heart rate sensing game controller robust enough to handle up to ~1.4 million visitors a year. We did a qualitative A/B test to see if real heart rate data was crucial to visitor engagement with the game—the answer was no. So, we moved forward with a design that used the speed of the controller’s movement to generate a proxy heart rate for gameplay, and not real biofeedback.
Game Environment Creation
Our software developer built the game using the Unity game engine, and he used a pre-made coral reef software pack as a jumping off point. To more closely match a real twilight reef environment, I assisted the developer by building additional 3D elements and animals in Rhino, which the developer then incorporated into the game world. A scientific diver worked with us to provide ongoing feedback until a good facsimile of a twilight reef was achieved.

Final Design
Final Design
A glimpse into the remote and breathtaking world of twilight reefs
The visual look and feel of the game world was created in collaboration with a scientific diver to provide as realistic a representation of these ecosystems as possible. We matched the type and abundance of organisms, as well as light levels and seabed appearance to create a realistic twilight reef.
An engaging and challenging game
The game logic was designed to be responsive to performance: each type of fish is programmed with a different degree of difficulty to catch, and the more fish a player catches, the more challenging the balance of available fish becomes. Final testing of the game indicated that visitors enjoyed the game and it conveyed our content and experience goals.
+ Photo Credit Info