INKS

Pinball that paints the path you play.

Contribution
Programmer and technical artist — flowing-ink concept, rendering, game systems and tools
With
State of Play
Year
2016
Built with
Unity · C# · Shaders · Render textures · 2D physics · Editor tooling
Project recognition
Apple Design Award
Every impact adds colour to the painting.

Flowing ink, a painted ball and Unity tools that keep the artwork, physics and objectives in step.

INKS began as a quieter, paper-like take on pinball. I had been experimenting with organic splat shapes and developed the flowing-ink idea that became part of the game. Every hit leaves paint behind; the finished table records the route you took.

Table and level design were collaborative. My main work was the ink system, ball presentation, game systems and Unity tools that connected the artwork to play.

Apple Design Award-winning game, 2016.

A painting that remembers the run

The finished table records more than the path of the ball. It carries something of how the player got there. A precise run can leave a spare, clean line; a difficult one can become a tangle of marks.

The first three balls offer gold, silver and bronze results. After those are lost, the player can keep trying with unlimited black balls. Those balls leave black ink that mixes into the wet paint, so a hard-won finish can look muddy and frustrated. The visual result tells that story through the same ink system used throughout play.

The level-select screen keeps each completed table's painting in place of the empty layout. It becomes a personal gallery of play, including both the elegant finishes and the struggles. A player can screenshot a favourite result and send it to a friend as a trophy.

After gold, silver and bronze are lost, black-ball play leaves a messier record of the attempt.
A different table, completed with a bronze result. The marks come from this particular run.
The INKS level-select screen showing the paintings left by completed tables.
The selection screen preserves the player's finished paintings.

Leave space for the paint

The early tables were busier, including versions made before the ink direction was established. As the layouts simplified, the movement of the ball and the marks it left could carry more of the picture.

I have kept the old table studies because they show that change more clearly than a finished screenshot can.

An early INKS table with a dense layout.
Early table study.
An INKS table study with more open paper around the objectives.
A later, more open layout.

Shape, flow and colour

An impact starts with metaball fields arranged into a directional splat. A fluid simulation then moves the wet ink across the texture. The ball draws into the colour surface and adds wetness as it passes, disturbing paint already there.

Colours use a paint-mixing approach rather than simple RGB interpolation. Further processing reduces pigment through the middle of a mark, giving it some of the character of watercolour.

An early field-shape experiment.
A separate flow and colour experiment.
Playing with the title screen. Shown at 4× speed.

Stop the initial splat at a boundary

A large splat could otherwise appear through a rail or around a corner. I used table geometry to construct a two-dimensional shadow mask and clipped the deposit when it was laid down. That dealt with the initial splash without asking the fluid simulation to solve the whole table as three-dimensional geometry.

Make a sprite look as though it rolls

The ball uses 2D physics. Its painted surface comes from a separate 3D setup rendered into a cubemap, which the sprite samples with an emulated rolling orientation. The cubemap only needs updating when the paint on the ball changes.

The painted ball in a development view.
The ball beside a rail in a separate development capture.

Draw the table once

Custom Bezier controls in Unity generated the visible rails, collision geometry and separate splat zones. Artists could change the curve and keep those systems aligned.

One smooth physical contact could pass through several objectives or splat events along the same curve. Those zones also supplied their colours. The tool saved us from maintaining a visible table, its collision surface and its game logic as unrelated pieces.

The table-authoring tool in development, with curve handles and generated geometry visible.

Phone game, physical table

We built an exhibition version of INKS in a full-size pinball cabinet. Physical controls connect to the digital playfield, letting visitors gather around and watch each painting develop.

INKS and the exhibition table were made at State of Play. The game won an Apple Design Award in 2016.

The physical INKS exhibition table with its painted playfield and upright display.
The INKS exhibition table.
The INKS table under construction in the workshop.
Building the cabinet.
Visitors gathered around the physical INKS table.
Playing at an event.
Physical controls, digital playfield.