Looking Down on Earth

Interactive, Multiplayer Space Exhibit
In collaboration with Formula-D
Developed 2025.03.01

Project Overview

Looking Down on Earth is a large-scale, interactive space exhibit developed for the Kirby Science Center as part of their new space-focused gallery.

Created in collaboration with Formula-D, the exhibit allows visitors to explore Earth from orbit through a shared, multiplayer experience—blending real-time data, tactile interaction, and immersive projection.

Our role focused on designing and engineering the interactive software ecosystem that connected handheld devices, multiplayer logic, and a large-format projection system into a single coherent experience.

The Experience


Visitors interact with the exhibit using Android tablets, each running a custom application. Together, multiple players explore Earth from spacei - discovering weather systems, geography, and planetary data while seeing their collective actions reflected on a large projection surface above and around them.

Key goals of the experience:

  • Encourage collaboration, not solo play
  • Support multiple languages for accessibility
  • Feel responsive, playful, and intuitive for all ages
  • Operate reliably in a high-traffic museum environment

Technical Scope & Responsibilities


We built four interconnected applications, each with a specific role in the system:

Tablet Client Apps (Android)

  • Multi-language UI
  • Support for offline and Content Management System (CMS) synchronisation
  • Real-time interaction and feedback
  • Designed for durability and fast recovery in public use

Multiplayer Game Logic

  • Synchronised state across multiple tablets
  • Shared goals and collective outcomes
  • Graceful handling of players joining or leaving mid-session

Projection Control Application

  • Receives live data from all tablets
  • Translates interaction into large-scale visuals
  • Built to run continuously with minimal operator input

System Orchestration Layer

  • Device discovery and communication
  • Session timing and reset logic
  • Fault-tolerant behaviour for museum uptime

Real - Time Communication & Projection


At the heart of the installation is a real-time communication layer between the tablets and a TouchDesigner - driven projection system.

  • Tablets send interaction data continuously
  • TouchDesigner translates this into dynamic visuals
  • The projection acts as a shared "world view" for all players

This architecture allows:

  • Immediate visual feedback
  • Scalable multiplayer participation
  • Clear cause-and-effect between user action and projection response

Design Challenges


Multiplayer in a Public Space

Unlike personal games, museum exhibits must handle:

  • Unpredictable player behaviour
  • Constant session resets
  • Visitors of vastly different ages and abilities

Language & Accessibility

The apps were built with multi-language support from day one, ensuring the exhibit could serve a diverse audience without duplicating code or logic.

Reliability Over Perfection

In a museum context, robustness beats complexity. Every interaction, animation, and data exchange was optimized for:

  • Stability
  • Predictable performance
  • Long unattended run-times

Collaboration with Formula-D


This project continues my long-standing collaboration with Formula-D, working at the intersection of experience design, spatial storytelling, and real-time interactive technology.

Formula-D led the conceptual, spatial, and narrative design, while I focused on turning those ideas into a production-ready interactive system that could live comfortably on a museum floor.

Outcome


  • A fully operational, multiplayer space exhibit
  • Seamless integration between handheld devices and projection
  • An engaging, collaborative way for visitors to explore Earth from orbit
  • A scalable technical foundation adaptable to future exhibits

Technologies Used


  • Android (custom tablet applications)
  • Real-time networking & multiplayer logic
  • TouchDesigner
  • Projection-based interactive systems