The core challenge was making software you can't see feel tangible. I built the world the story lives in, with a realistic but stylized look, as if the whole city were crafted from paper: a North American intersection, true to life down to the signal poles, pedestrian crossings and roadside control boxes, populated with roadside units, traffic lights, vehicles and pedestrians; a traffic control room with operators at multi-screen workstations; and an ultra-wide hero shot for the Solution.