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Behind the Design: Overboard!

The murder mystery game Overboard! is a whodunit with a killer twist: You done it… and now you have to get away with it.

In Overboard!, you play not as the detective but the murderer most foul — Veronica Villensey, a fading 1930s starlet who’s tossed her husband off a cruise ship. Now, you have just eight in-game hours to pin the crime on somebody else. Chat with unsuspecting (and suspecting) shipmates, eliminate problematic evidence, blackmail a spy, seduce a potential ally, show up to breakfast on time, cheat at a card game, visit a chapel (awkward), and lie — to everyone, basically all the time. (Did we mention the game won its 2022 Apple Design Award for “Delight and Fun”?)

To get away with the crime, you'll need to keep your story straight.

To get away with the crime, you’ll need to keep your story straight.

The upside-down narrative noir mystery is full of vintage style, stabs of dark humor, and a proper cast of murder-novel players. You might speak with the fetching dame in the Lauren Bacall hat, the dashing ship commander, the crusty old woman with many axes to grind, and more. Made in just 100 pandemic days, it’s also a relatively breezy game that you can play in about 20 minutes — and then promptly replay to properly discover all of its multiple storylines and endings.

“We looked around and thought, ‘How has no one done Agatha Christie yet?’” says Jon Ingold, co-founder of game studio Inkle and the game’s author. But the magic is how Overboard! takes on Christie from the other side — while the Death on the Nile-inspired chess pieces seem familiar, the construct certainly isn’t. “I definitely had the most fun job here,” he says.

Generally you don’t see this type of behavior from non-guilty people.

Generally you don’t see this type of behavior from non-guilty people.

The game’s development came as a surprise — even to the studio itself. Inkle’s acclaimed portfolio includes titles like Sorcery!, Heaven’s Vault, and Jules Verne adventure 80 Days, and Ingold and studio co-founder Joe Humfrey had been heads down on their next release: a game set in the Scottish highlands. In December 2020, however, Ingold turned up with an idea about a golden-age throwback mystery — a palate-cleansing side hustle that could be hammered out quickly.

“When you’re working on a big project, you’re always dying to work on something smaller,” says Humfrey. “So we thought, let’s just do a one-month game jam! It’s not like it’ll destroy the other project! It ended up taking three months instead of one, but the attitude was refreshing. You don’t labor over your decisions, and you’re ruthless about coming up with elegant design.”

For Ingold, that speed became a delightful mechanic in of itself. “We had this bizarre constraint of trying to go as fast as we could,” laughs Ingold. “We kept saying, ‘This isn’t even what we’re supposed to be doing right now! We can’t let this get out of the box!’” Luckily, they had a studio full of tools that gave them a big head start.

Writing with Ink

Twelve years ago, Humfrey and Ingold left company jobs to launch their own game studio — and became accidental inventors in the process. “Inkle is a bit unusual in that we have a narrative engine that we built for ourselves,” Ingold says.

That proprietary engine, Ink, is essentially a word processor that lets Ingold and the Inkle team write a branching narrative story straight through — “like a film script,” Ingold says — before going back to flesh it out, expand the story, and sprinkle in all the choices, branches, and detours. “It’s like Markdown for interactive fiction,” says Humfrey.

Meet Clarissa, Anders, and Subedar-Major Singh, three of the game’s characters / victims / accomplices / suspects.

Meet Clarissa, Anders, and Subedar-Major Singh, three of the game’s characters / victims / accomplices / suspects.

They wanted to create a tool that prioritized words rather than structure. “Most branching story editors are presented as flowcharts,” says Ingold. “But the truth about flowcharts is that they make things seem more complicated than they actually are; they’re spread out all over the page.”

Ink, by contrast, scrolls like a traditional document. “When you’re writing a scene with choices, you have a beginning, middle, and maybe multiple ends. But they’re all going in one direction,” says Ingold. As a lightweight markup language, Ink uses symbols to indicate elements: an asterisk is a choice, a → shifts to another part of the story. “You can essentially write a linear script, then go back through and say, ‘OK, I’m gonna pull this out,’ or ‘I’m gonna branch this bit,’ or ‘I’m gonna make this a long sidetrack that eventually joins back up.’” Bonus: Changing the script is a matter of copy-and-pasting, not rejiggering an entire flowchart. If this sounds interesting, you can check it out yourself: Ink has been open-sourced for the past five years, where Humfrey notes that “hundreds” of games have put it to good use.

(Ink is) like Markdown for interactive fiction.

Joe Humfrey, Inkle co-founder

With Ink, Ingold could focus on the 75,000-word script and its pacing. “Good interactive scenes aren’t good because they have a funky structure. They’re good because they’re well-written,” he says. “The most important thing is allowing the human at the keyboard to get on with [the game].”

Veronica threatens the good commander — at least in this version of the script.

Veronica threatens the good commander — at least in this version of the script.

In just about three weeks, Ingold had knocked out a “minimum viable story” on Ink before a single line of Overboard! code was written. “I basically scribbled the opening scene out as is — Ink works really well as a notepad,” he says. “But that scene ends when the steward knocks on the door, and you have to ask yourself: Are you going to lie? It’s such a great first decision, and it leads to, OK, if you lie, what’s the consequence of that?” He smiles at the memory. “Naturally, that makes you want to write the next scene.”

‘As little development as possible’

With the game-jam timeline marching on — “so fast that we barely had time to think about whether this was a good or bad idea,” laughs Humfrey — the other members of the Overboard! team began to think about populating their boat.

By late January, the team had a rough prototype ready to go. “It was very unpolished,” says Humfrey. “It wasn’t even a minimum viable product. But you could play it through, and because the core concept was so simple, we could spend loads of time polishing it.”

Wyatt and the *Overboard!* team tried a number of color combinations to set the appropriately sinister mood, eventually settling on the last.

Wyatt and the Overboard! team tried a number of color combinations to set the appropriately sinister mood, eventually settling on the last.

While historically a jack-of-all-trades for Inkle games, Humfrey served strictly as art director for Overboard!, while Tom Kail handled the UI and artist Anastasia Wyatt drew up the cast of shady shipmates. To kick off art direction, Humfrey went back to Inkle’s rich catalog. “The aim was to build it like a sequel to 80 Days,” says Humfrey. “Of course, it diverged and had its own unique UI requirements. But the technology we’d developed internally was already set up for a project like this,” he says.

In addition to the 80 Days skeleton, the team was able to repurpose existing Inkle systems for testing, gathering feedback, and creating animations; Ink even plugs right into Unity. “That’s one of the reasons we could do this in 100 days,” says Humfrey.

People would say, ‘I wonder what happens if I take this object and show it to that person?’ and I’d be like, ‘Yeah! Good question!’

Jon Ingold, Inkle co-founder and *Overboard!* writer

Once the game was technically operational, playtesting started remarkably early, when the script was only about 30% finalized. “It was like pouring water into a bucket to find the cracks,” Ingold says. “Everything has to make sense. People would say, ‘I wonder what happens if I take this object and show it to that person?’ and I’d be like, ‘Yeah! Good question!’”

Can characters who drink martinis this dramatically be trusted?

Can characters who drink martinis this dramatically be trusted?

Even Ink did its part to help test and polish gameplay. Ingold added a feature that automatically speed-ran the game in Ink to explore the varying branches, so plot holes could be plugged before they even made it into the Unity build. In the final version, the software even keeps track of not only what you know (for instance, that you tossed a diamond earring out of a porthole), but what the other characters know too (for instance, that you’re acting real squirrelly about when you were up on the deck). It’ll also show you the choices you made before, in case you maybe wanna steal those sleeping pills this time around.

“The replayablity mechanic is one of the features we’re most proud of,” says Humfrey. “It’s so easy for a narrative game to feel repetitive, like you’re seeing the same thing multiple times.” To get around it, he looked to films like Groundhog Day, the 1993 comedy about a guy doomed to relive the same day over and over. “That movie cut things down really tightly, so every time they did a time loop you saw just enough context to understand where you were in the loop. I think we managed to make that work quite well.”

As the guilty Veronica, you'll have to plead your case to more than just a few shipmates.

As the guilty Veronica, you’ll have to plead your case to more than just a few shipmates.

The speedy timeline meant the script didn’t require much editing, since anything extraneous never made it there in the first place. Instead, revisions involved adding dialogue, sprinkling in a few zingers, or testing the boundaries of the game’s tone. (A slapsticky scene in which Veronica finds out a higher power is disappointed with her life choices stayed in; a scene where she attacks someone with a cross did not.)

But sometimes, Ingold just wanted to fit in a scene he liked. “And that’s just sheer joy, because all you’re doing is saying, ‘I wish there was a scene where I could break into the old lady’s room, so I’ll slot that in here.” The characters also lent themselves to wild interactions. “Everybody clashes on the boat,” Ingold says. “Veronica wants everyone to be in awe of her, but the old lady isn’t bothered by her at all. It’s essentially a comedy.”

Humfrey puts it another way. “The thing that Jon’s managed to crack is that Overboard! doesn’t take itself too seriously,” he says.

‘That’s the sort of person she is’

The job of bringing those clashing characters to screen fell to artist and designer Anastasia Wyatt, who, from her home office in Manchester, raced to bring the Overboard! cast to life; in fact, what you’re playing on your device is probably pretty close to what she initially dreamed up. “In a lot of cases, I went with the first design that came into my head,” says Wyatt.

For those designs, Wyatt trawled into the rich potential of the game’s vintage setting, pulling designs from 1930s fashion, magazines, and even sewing pattern books to outfit background players like the irritatingly effective detective Subedar-Major Singh, the curiously sad Clarissa Turpentine, and Veronica (who required extra care since she essentially never leaves the screen). “I saw a picture of this particular hat and the way it sat on a woman’s head,” Wyatt says, “and I could visualize the whole character from that one piece of clothing.”

Wyatt’s early takes on Veronica Villensey were all about hats and hairstyles.

Wyatt’s early takes on Veronica Villensey were all about hats and hairstyles.

For the backgrounds, Wyatt found herself drawn to the art deco style of vintage British railway posters, all promising exotic globe-trotting adventure. “They were all advertising — ‘Visit Aberystwyth!’ — but they had this great palette of bright, hyper-cheery colors,” says Wyatt.

Wyatt and the design team took pains to make it an inspiration, rather than full recreation; Humfrey also brought in a bit of the comic book pop-art style from the ‘50s (all bold colors and slant-edged panels) to add a bit of playfulness to the dark surroundings. “We tried to push the boundaries, but not so much that it don’t look like the ‘30s anymore,” she says. “You have to find that balance between cartoonifying people and keeping them recognizable in real life.”

Early versions of the caustic but stylish Lady H, complete with outlandish furs.

Early versions of the caustic but stylish Lady H, complete with outlandish furs.

Wyatt also worked in a few Easter eggs — like Veronica’s stylish hat, which casts an exaggerated shadow. “It’s definitely what you’d see in a character you can’t trust,” says Wyatt (even if, as the game goes on, you learn more about the character’s backstory). Wyatt also draped Lady Honoria Armstrong’s shoulders in an enormous fox fur, a grotesque touch of overamplified high society that’s intentionally out of place. “Obviously you wouldn’t wear a big fur coat with a whole dead fox around your neck in the summer,” Wyatt laughs, “but that’s the sort of person she is.”

‘You should always trade up’

Overboard! is designed for maximum replayability; even if you get away with murder the first time, there’s plenty of story left to unpack. “With any of our games, you might only see 20% of the material on the first playthrough,” says Humfrey. You can replay to score insurance money, check off a list of in-game objectives, or discover hidden storylines. According to the internet, some players have even been known to play through to try and eradicate everyone on the ship.

Justice is served — in this ending, anyway.

Justice is served — in this ending, anyway.

All of that replayability, the sense that the mystery is yours to do with as you please, is the best possible outcome for such a mystery, says Ingold. Overboard! is done; no updates or additional content are planned, though Humfrey admits to thinking about a sequel. If it happens, Ingold is on board. “As a writer, you should always trade up,” he says. “Is Overboard! what I started off with? No, it’s a version that’s been traded up and up and up.”

Learn more about Overboard!

Download Overboard! from the App Store

Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

Explore more of the 2022 Behind the Design series

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Xcode Cloud subscriptions now available

Xcode Cloud, the continuous integration and delivery service built into Xcode, accelerates the development and delivery of high-quality apps. Get started by configuring a workflow in Xcode and receive 25 compute hours per month at no cost until the end of 2023. And now, Account Holders can subscribe for more compute hours in the Apple Developer app.

Get started with Xcode Cloud

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The Xcode Cloud toolkit

Build, test, and distribute great apps using Apple’s continuous integration and delivery service, Xcode Cloud. This toolkit provides you with all the information you need to manage and optimize your workflow. Learn how to set up your first workflow, develop a workflow strategy — Xcode Cloud supports both solo developers and large teams — and build your test suite to help you deliver great apps.

Meet Continuous Integration and Delivery with Xcode Cloud

Everything you need to know to begin.

About continuous integration and delivery with Xcode Cloud

Requirements for using Xcode Cloud

Get started

Explore the basics of Xcode Cloud and set up your first workflow.

Meet Xcode Cloud

Get to know Xcode Cloud, Apple’s continuous integration and continuous delivery (CI/CD) service for building apps and frameworks for all Apple platforms. Find out how Xcode Cloud can improve both the productivity of your team and the quality of your products. We’ll show you how to start your…

Explore Xcode Cloud workflows

Learn how Xcode Cloud workflows can help you and your team automate building, analyzing, testing, archiving, and distributing your apps and frameworks. They are flexible, extensible, and can be configured around your team’s development and distribution process. Find out the basics of Xcode Cloud…

Configuring your first Xcode Cloud workflow

Manage your workflows

Learn the ins and outs of workflow strategy and configuration.

Deep dive into Xcode Cloud for teams

Learn how you can use Apple’s continuous integration and continuous delivery (CI/CD) service with development teams of any size to help you deliver high-quality apps. We’ll show you how to integrate Xcode Cloud into your team’s existing app development process and efficiently use Xcode Cloud…

Xcode Cloud workflow reference

Developing a workflow strategy for Xcode Cloud

Configuring Xcode Cloud for your team

Optimize your workflows

Dive deeper into Xcode Cloud’s powers.

Get the most out of Xcode Cloud

Discover how you can get the most out of Xcode Cloud, Apple’s continuous integration and continuous delivery (CI/CD) service. We’ll take you through an overview of Xcode Cloud and how it connects with Xcode and App Store Connect. We’ll also explore the Xcode Cloud Usage Dashboard in App Store…

Customize your advanced Xcode Cloud workflows

Xcode Cloud integrates with Apple Developer tools and services, all major source control management services, and even social collaboration tools like Slack. If your development process relies on additional tools and external services, however, you can fine-tune your workflows and the behavior of…

Author fast and reliable tests for Xcode Cloud

Discover how you can create effective testing plans for Xcode Cloud, Apple’s continuous integration and continuous delivery service. We’ll show you how testing can be an essential tool to consistently verify your code works correctly. Learn how you can author fast, reliable, and efficient tests…

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Behind the Design: (Not Boring) Habits

Few things are more emotionally gratifying than checking something off a to-do list (well, for some of us, anyway).

But if that sort of thing pleases you currently, wait until you get a load of the (Not Boring) Habits approach. The app’s checkbox is no mere tappable square — it’s an interactive event replete with explosive 3D animations, custom sounds, and playful haptics, all designed to make you feel less like you marked off a task and more like you landed on the moon.

“We went all out,” says Andy Allen, the app’s developer. “There was a lot of room to wrap something special around that box.”

The mighty checkbox of *(Not Boring) Habits* is an experience in and of itself. “We went all out,” says Andy Allen.

The mighty checkbox of (Not Boring) Habits is an experience in and of itself. “We went all out,” says Andy Allen.

Magically transforming everyday events into bold, brash experiences is the driving philosophy around the (Not Boring) suite of apps from Andy Works, the studio founded by Allen and Mark Dawson. Like its siblings Weather, Calculator, and Timer, (Not Boring) Habits wildly amplifies a pretty mild-mannered category, tearing down the traditional approach in favor of eye-popping aesthetics, zingy haptics, spiffy 3D animations, and plenty of the delight and fun that nabbed the app its 2022 Apple Design Award.

“It’s about adding something extra,” says Allen. “You can write a to-do list on a piece of paper and it works just the same, right?” If strict practicality is your goal, the app ecosystem is swimming in weather apps and habit trackers, and Allen is the first to admit that (Not Boring) apps aren’t for everyone. “But,” he says with a smile, ”they’re definitely really for some people.”

‘A joyful and maybe surprising ritual’

In the summer of 1970, the painter John Baldessari, who’d been working for nearly two decades, decided he’d had quite enough. He collected all the paintings he’d made between May 1953 and March 1966 that were in his possession, broke them into pieces, brought them to a San Diego mortuary, and lit them all on fire. One year later, he created a lithograph called I Will Not Make Any More Boring Art, consisting entirely of that single phrase, written over and over like he’d gotten in trouble with the teacher.

Allen was taken with the blaze of glory — particularly the notion of a hard break with the past. He’d studied filmmaking and worked for years as an animator, but gradually found himself drawn more to the “personal connections” possible with apps — especially in the nascent age of mobile development. One of his first apps was the hit drawing experience Paper, which won he and his FiftyThree studio an Apple Design Award in 2012.

“There was such a spirit of experimentation back then,” Allen says. “Today, and often for the right reasons, patterns and systems have been built up, and it’s certainly easier to build now. But what if we built software that embodied some of those experimental values, that tried to differentiate not purely on functionality but also design? Every day you look at the weather, or a clock, or a list of stuff to do. Why not make that a joyful — and maybe surprising — ritual?”

Andy Works co-founders Mark Dawson and Andy Allen model the company's official logo.

Andy Works co-founders Mark Dawson and Andy Allen model the company’s official logo.

This philosophy wasn’t just a design approach; it was a function of the company’s size. “There’s only two of us,” Dawson says. “Big teams will always have more features than we do — we just can’t compete there. But design is difficult to copy. You can have your own style. You can make it beautiful. And that’s something we can do while still having an opinionated feature set.”

Big teams will always have more features than we do — we just can’t compete there. But design is difficult to copy.

Mark Dawson, Andy Works co-founder

To create Habits, they started by rebranding the habit tracker. “We consider it a habit builder,” says Allen. “We try to think about it as loving the journey of creating a new habit.”

They cast that journey as an actual, well — journey — with its roots in the mythic hero quest, taking someone through dark forests and over looming mountains en route to a preordained destiny. Habits is predicated on research that indicates it takes 66 days to build a new habit; in certain ways, it’s a video game with 66 levels.

“It’s always felt a little weird that games are seen as separate in the product design world,” Allen says. “You’ll hear people referencing movies or architecture, but it’s like, ‘Well, what about this incredibly rich domain of creativity that’s super-adjacent to what we’re doing?’ Why does work have to be over here and fun over there?”

To Allen, design is a way of life. “Every day you look at the weather, or a clock, or a list of stuff to do. Why not make that a joyful and maybe surprising ritual?”

To Allen, design is a way of life. “Every day you look at the weather, or a clock, or a list of stuff to do. Why not make that a joyful and maybe surprising ritual?”

Besides, what’s a really good way to convince someone to do a job? Turn it into a game. “My daughter and I were playing Wilmot’s Warehouse, where you’re literally organizing things in a warehouse,” Allen laughs. “But it’s a game! It has a goal and challenges you! Lots of fun, basic principles can be applied to utility apps in the very same way, but for whatever reason, I just haven’t seen it. A big thing with (Not Boring) was breaking down the barrier between apps, utilities, and games.”

‘Fairly off-the-shelf’

(Not Boring) Habits required the nifty zing of its brand, but it also needed to be a lightweight, quick-launching, scannable daily utility app. And the road to get there was about as traditional as it gets.

The app’s 3D animations are authored in the open-source modeling tool Blender, built in SceneKit — which Allen chose for its easy integration with Apple tools — and tied together with UIKit and SwiftUI views. “Most of [our] standard controls are fairly off-the-shelf, which makes things very simple and predictable,” says Allen. “We didn’t have to rethink how a button or a popover works. And SceneKit’s interfaces with UIKit and standard UI controls make it all feel more seamless, like one environment,” he says.

The levels of your habit-building journey, seen here in prototype form.

The levels of your habit-building journey, seen here in prototype form.

Part of Allen’s goal with building Habits was proving that such a visual experience could be built with the basics. “We chose [Blender] because we wanted to prove out a possible pipeline that didn’t require people to spend thousands of dollars on 3D software and then spend months trying to figure out how it worked,” Allen says. “We wanted to should how you could build custom, rich experiences with off-the-shelf pieces. The pipeline didn’t really exist; we had to piece it together. But once we got it working, things rolled fairly quickly.” He’s not kidding: (Not Boring) Habits was developed in all of two months.

This brings us back to the checkbox. The gonzo version of the box in the app is result of a complex, iterative design strategy that went like this: Add stuff, keep adding stuff, and follow with the inclusion of — you guessed it — yet more stuff. Here again, Allen drew from the world of gaming.

“Game designers are amazing at taking very simple inputs — like a one-button press — and turning into something much bigger,” says Allen. “The same button can feel like you’re tiptoeing around or smashing something with a sledgehammer. That was our idea: How do we take principles and techniques from games — the haptics and sounds and particle animations — and apply them to something as basic as a checkbox?”

“A big thing with *(Not Boring) Habits* was breaking down the barrier between apps, utilties and games,” says Allen.

“A big thing with (Not Boring) Habits was breaking down the barrier between apps, utilties and games,” says Allen.

In contrast with his history (“There was some real tension there with my minimalist graphic design background,” he laughs), the checkbox was an exercise in more. In fact, the more Allen added, the more he felt closer to his desired feeling. “Experiences on our phones are still trapped behind a screen,” he says, ”so you have to put in what’s taken away, and so you have to intentionally layer and layer and push and push.“

For instance, the Habits checkbox can’t merely be ticked; you have to intentionally press on the screen for longer than you might think to trigger the animation. “It’s a very big, gross interaction,” he says. “But after prototyping, we found we had to make it much more intentional; we needed feedback that told you you needed to keep holding.” Then came the iterations, sounds, and custom haptics to make it feel like more of an explosion. “There were thousands of iterations,” he laughs. “I’d do something and think, ‘OK, this is way over the top and I’m gonna do it anyway.’ And then I put it in and it’s like, ‘You know, it’s not that bad!’”

I don’t want to live in a perfectly white-walled museum all the time. I want to live where there’s richness and texture and fun.

Andy Allen, Andy Works co-founder

The language of gaming gave him much more room to play. “There’s an understanding of how much feedback you should get from a game, and honestly, the bar is pretty high. We added maybe six or seven things in the checkbox, but most games probably have two or three times that for any one interaction.” In other words, sometimes you have to get loud. “Look, minimalism is a fun place to visit for me, but it’s not somewhere I want to live,” he laughs. “I love visiting an art gallery. But I don’t want to live in a perfectly white-walled museum all the time. I want to live where there’s richness and texture and fun.”

Pushing ‘the language of product design’

As the saying goes, (Not Boring) is more than an app; it’s a lifestyle. “It’s tricky sometimes to communicate that you’re trying to sell someone on design,” says Dawson. “A lot of people might say, ‘Oh I don’t want to pay for that.’ But maybe it gives you new experiences — or maybe you just want to open your app and feel good.”

Win the final battle and your new habit is complete.

Win the final battle and your new habit is complete.

In the short term, Allen and Dawson are hoping for an elevated experience; in the long term, they wouldn’t mind a wholesale design revolution. “Our primary goal is to inspire other app creators to be more adventurous, to push the language of product design,” says Allen. “There’s been a coalescence over the last few years about what product should look like, and some of that is for the better, sure. But I believe we need people who want to explore new territory and find new patterns. There’s so much space with apps to connect with people in their daily lives; I’d love to see a world where we’re all immersed in amazing, interesting ideas.”

Learn more about (Not Boring) Habits

Download (Not Boring) Habits from the App Store

Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

Explore more of the 2022 Behind the Design series

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Behind the Design: Lego Star Wars: Castaways

The world of Lego Star Wars: Castaways contains many wonders — amazing animation, delightful storylines, and pitch-perfect physical comedy. Perhaps the most impressive among them, however, is this: If you had a big enough pile of bricks (and a big enough basement), you could build the whole game yourself.

Everything in the game — the massive array of ships, the mixed-and-matched characters, the expansive alien backgrounds, the planets floating in the distance, the docking bays, the outskirts of Jabba’s palace, and even new character Bossig the Hutt — is designed to be structurally sound and “Lego legit.”

“Every single brick you see, every Lego plate, connects the way it’s supposed to connect in the real world,” says Jacques Durand, the game’s creative director. Accuracy wasn’t enough for the Montreal-based game design studio Gameloft — this game had to be reproducible.

Everything in *Lego Star Wars: Castaways*, from military-gray Imperial ships to fiery background planets, is what Gameloft calls 'Lego legit.'

Everything in Lego Star Wars: Castaways, from military-gray Imperial ships to fiery background planets, is what Gameloft calls ‘Lego legit.’

The challenge of physically recreating the entire game is maybe only a little more imposing than the one posed to the Gameloft team when they launched the development process: Design a console-worthy Apple Arcade game set in the Star Wars galaxy, evoke the boundless free-play spirit of Lego, merge sci-fi action with exploratory gameplay, and make the whole thing feel like playing with little pieces of plastic on your playroom floor.

“We wanted to make a game that let you mix and match as much as you want,” says Durand, who’s also a lifelong Star Wars fan and self-professed AFOL (adult fan of Lego). “If you want to customize your character with a Tusken Raider head on top of X-wing pilot suits with Boba Fett’s pants, you should be able to do that.”

In keeping with the improvisational spirit of Lego play, the action-adventure game is powered by a lack of boundaries. It’s all about exploring and battling through (sometimes unreliable) simulations set in the Star Wars galaxy; one minute you’re fighting off waves of stormtroopers with friends to protect Hoth’s Echo Base, the next you’re wielding the Force to not-so-gently nudge opponents off ledges in PvP arenas. The game’s place in the Star Wars timeline is unestablished, and its fun island-planet setting is new to the Star Wars galaxy. “It’s more [Gilligan’s Island] than Lost,” laughs Durand.

*Lego Star Wars: Castaways* is set on a tropical world that isn't as relaxing as it might look.

Lego Star Wars: Castaways is set on a tropical world that isn’t as relaxing as it might look.

The island is designed as a kind of repository of Star Wars history, an elegant construct that allows the game to sporadically cross paths with the existing movies and shows — if it wants to. When the game does intersect with familiar scenes, they’re either a simulation brought on by a droid guide named TU-T0R, or entertainment for the pleasure of Bossig the Hutt, a Roman emperor-type kingpin who demands diversion.

“It gave us an incredible freedom to put content into the game without having to follow the timeline,” says Durand, “and it let us add more content, like a rancor pit or a Tatooine hangar.”

An early sketch of the game's island marketplace (which includes Easter eggs like the toppled AT-AT in the lower right corner).

An early sketch of the game’s island marketplace (which includes Easter eggs like the toppled AT-AT in the lower right corner).

To create this galactic playground, Gameloft — in partnership with Lego and Lucasfilm Games — built the game around a few core principles. The first: The game should prioritize self-expression. After all, what better way to start off an all-new story than by creating an all-new character? “From the start, the message is, ‘You’re not playing as Luke or Leia,” says Durand. “You’re in a different location and in a different timeline. The experience of creating a character was at the core.”

You’re not playing as Luke or Leia. You’re in a different location and in a different timeline.

Jacques Durand, creative director

This included fully customizable in-game minifigs, which Durand likens to the build-your-own tables at IRL Lego stores, where you can rifle through drawers full of heads, torsos, and legs to assemble the proper avatar. “We often said to the team, ‘I want to feel like I can physically reach into the game and feel the plastic under my finger,’” says Durand.

Durand wanted the game's character customization screens to feel like building real-life minifigs.

Durand wanted the game’s character customization screens to feel like building real-life minifigs.

The second and most important idea was that everything in the game — from the scorching sands of Tatooine to the craterlike surface of the Death Star — needed to feel just as real as its physical counterpart. From their Lego-littered offices, Gameloft ensured every environment looked hand-built. And they only needed two huge pieces of cutting-edge software to do it.

There had never been a game designed quite like Lego Star Wars: Castaways — but there had been a few movies. The Gameloft team drew heavily from the rapid-fire richly textured imagery of The Lego Movie and its equally effervescent sequel. “Everything is Lego in those movies, down to the backgrounds,” says Lee Kaburis, game manager for Lego Star Wars: Castaways. “We investigated the matter a little further, decided it was feasible, and said, ‘OK, we’re going all in.’ We wanted that full immersion of being in a Lego world.”

The catch: “Bricks are complex objects!” says Kaburis. “It takes a lot of processing power. So we had to figure out a way to be as efficient as possible so we could run not only on a device as big as an Apple TV, but also something as small as the older generation iPhone.”

Stage Lego battles by land, sea, and air.

Stage Lego battles by land, sea, and air.

To build the game elements, the team relied heavily on an adapted version of Lego Digital Designer. It’s very conveniently the exact same software Lego uses to create its own physical bricks — from single Lego Dots to this year’s ginormous Titanic — and the team employed it to imagine Lego versions of X-wings, brand-new Hutts, and one particularly tricky Corellian freighter.

The game’s version of the Millennium Falcon is based on the physical Ultimate Collector’s Series set — one of the largest Lego sets in history, with just over 7,500 pieces. “We really wanted players to be able to go beneath the Falcon and see not only the pieces but the Lego studs — and even the Lego logo on top of the individual studs,” says Durand.

But the more complex the shape, the more polygons you have to draw — and the Falcon’s polygons numbered in the millions. “When we first put the Falcon in, it immediately crashed the game,” laughs Durand. But the team persevered, and Gameloft’s performance engineers came on board for a tune up, creating a process to optimize the complex model without losing its visual detail.

When we first put the Falcon in, it immediately crashed the game.

Jacques Durand, creative director

Engineers used lighting to help identify the model pieces that were crucial to the game’s visual look and feel. As soon as something received initial build approval, the team ran it back through the machine to cast lights on it. Any surface that rebalanced that light was kept; every piece of the model that didn’t was removed from its geometry. Durand estimates that decision saved 90 percent of the work — and polygons.

While this process was perfect for man-made environments and objects, the team ran into challenges rendering scenes like the docking bay or the rough cliffs surrounding Jabba’s palace. “It just would have been [impossible] with thousands — or millions — of bricks,” says Kaburis.

Turns out the Gameloft team likes sand: Exteriors, including the sandy wastes surrounding Jabba's palace, were rendered by software dubbed 'the Lego-Lyzer'.

Turns out the Gameloft team likes sand: Exteriors, including the sandy wastes surrounding Jabba’s palace, were rendered by software dubbed ‘the Lego-Lyzer’.

Instead, anything too unwieldy for Lego Digital Designer went to a second piece of software — the ‘Lego-Lyzer’ — that read the scene, ship, building, or background and speedily produced a game-ready Lego replica. Durand and the team found it the perfect solution for the game’s backgrounds and more distant objects: “At that distance, you’re maybe not seeing Lego studs, but you’ll definitely see the edges of each brick.”

Once levels were built, the Gameloft team embraced constant playtesting in their weekly meetings. “The first 15 minutes were updates about progress, what everybody’s doing,” Kaburis laughs. “The last 45 minutes were playtime.”

Lego Boba Fett? Where?

Lego Boba Fett? Where?

Kaburis says playtime — which involved nearly everyone on the team — was the most important part of development. But the game’s most valuable playtesters were also its smallest: Kid playtesters helped the team refine the game’s perspective from an initial top-down perspective to a behind-the-ship point of view, and helped them develop and refine the onboarding process.

“The first time you play, you see a pop-up screen that says ‘Hold your tablet or phone with two hands,’” says Kaburis. “That’s because in a lot of the play tests, we saw kids putting the phone down and playing with one finger.”

The result is a game that balances the adventurous spirit of Star Wars with the tactile joy of a Lego set. “Nowadays, games have the ability to immerse you with story and audio and visuals that are akin to watching a movie,” says Kaburis. “I’ve always loved games that can do that.”

With Lego Star Wars: Castaways, he and his team made one — and brought balance to the Force.

STAR WARS © & TM 2022 Lucasfilm Ltd. All rights reserved.

Learn more about Lego Star Wars: Castaways

Download Lego Star Wars: Castaways on Apple Arcade

Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

Explore more of the 2022 Behind the Design series

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Behind the Design: Slopes

It is a demonstrable fact of app development that most great ideas arrive in late-night diners.

At least, that’s how it went for Curtis Herbert — creator and mastermind behind the ski-tracking app Slopes. One evening during a winter trip to the Poconos, Herbert and some friends hit up a Denny’s for a late-night feast, where talk quickly turned to the day’s activities: Who was the fastest on the mountain? Who had the longest run? How far did the group ski in total?

In response to one of the questions, Herbert pulled out the skiing app he’d been using to track stats — and found the UX equivalent of a yard sale. The stats were there, but buried amidst graphs and maps; to find enough data to compare (and brag about, probably), Herbert had to cross-reference three screens and a table view.

“It was really well-engineered, but the UX left a lot to be desired,” says Herbert from his elevation-appropriate home in Boulder, Colorado. “They clearly had skiers on the team, but it felt like something got lost in translation… I thought, ‘You know, I can do better than this.’”

Curtis Herbert, taking *Slopes* out on the slopes.

Curtis Herbert, taking Slopes out on the slopes.

Herbert made good on his thought — and ten years of ski runs and late-night meals later, Slopes won an Apple Design Award for its remarkably accurate and comprehensive digital diary of your skiing day. The tracking app is a veritable mountain of data for skiers and snowboarders. It includes all the stats Herbert was seeking out over dinner: speeds, miles, and vertical drops, as well as the locations of your friends and family members on the mountain during runs. It’s all done automatically using GPS on iPhone and Apple Watch, and it’s presented in a crisp, concise design that speaks to the sport.

“Runners have Runkeeper, Nike Training Club, and Strava for keeping stats, but when I started, there just wasn’t much for skiers,” says Herbert. “There was even less that felt part of the skiing community. I needed an app written by a skiier or snowboarder. And I wanted it to feel as human as possible.”

That human factor is part of what helps elevate Slopes beyond simple stat tracking. Rather, the app affords skiers of all levels — from beginners on their inaugural bunny slopes to the human rockets on double black diamonds — a way to quantitatively gauge themselves via rich performance metrics. Or, to put it simply: It tells you how much better you’re getting.

To use *Slopes*, just press record — the app takes care of the rest.

To use Slopes, just press record — the app takes care of the rest.

“It’s really easy to overwhelm with stats,” says Herbert, who’s known as “The Slopes Guy” on the mountain. (Meeting him IRL is an in-app achievement that scores you a special pin.) “You really have to pick what matters to tell the story. I designed Slopes to be as human as possible because I view it as a journal for your memories. Sure, you’re gonna faceplant a few times. But when you get to your first intermediate run, and then to your first advanced run, you become the hero of your own story.”

‘You can tune out the world’

The story of Slopes involves several regions that aren’t mountainous and several seasons that aren’t winter. Herbert hails from the suburbs of Philadelphia, an area not exactly known for its soaring mountain ranges. Strictly speaking, he was a programmer before he was a skier. (“My seventh-grade math teacher gave me a programmable TI calculator because she was annoyed me with interrupting class all the time,” he laughs). But he’s been on the mountains since he was a Boy Scout, first on skis and then on a snowboard. “You can reach a real Zen state out there,” he says. “You’re paying attention to your body. You’re paying attention to the environment. You can be reflective and tune out the world.”

On flat land, Herbert found his way into web development and then app design, taking quickly to Objective-C and Swift. He knocked around corporate and consulting work and kicked around a few of his own ideas, but nothing really clicked. “I always had the itch to write my own app, but I figured it would never be worth it,” he says. “Plus, I’m pretty critical of my own ideas.”

*Slopes* shows you where you’ve been on the mountain — and how fast you got there.

Slopes shows you where you’ve been on the mountain — and how fast you got there.

Even after the Poconos diner, Herbert sat on Slopes for months, drawn to the idea but unsure how to make it profitable. He finally took the plunge in April 2013, but quickly encountered a significant scheduling issue: There’s not usually a lot of snow on the mountain in April, which makes it difficult to test skiing apps. Happily, a workaround presented itself. “My beta testers were mountain bikers,” Herbert says. “Resorts open up to them in the summers, so I just asked a couple of friends, “Hey, can you keep a phone in your pocket while you ride?” Herbert’s ad-hoc beta testing team hauled their bikes up on the lifts, then rode them down the pathways of the once-and-future ski runs. “One of the first things I did was write a harness where I could replay data on my computer,” he says. “Then it was: How do I break it up? How do I present it?”

The app remained a side hustle until 2015, when Herbert switched to a subscription model and started noticing downloads picking up. Spurred by the new traction, Herbert made Slopes his full-time job — and dug back into the design. “I’ve put the app through the wringer,” he says. “I need to make sure it’s easy to use in the real world, not just at my desk.”

‘I get to cheat’

Creating designs for your hobby can be a huge time-saver.

“I get to a cheat a little because I’m the snowboarder, designer, developer, and product manager,” Herbert says. “Snowboarders or skiers might not necessarily know what’s possible from a technical perspective, and engineers might just try to go the default way.”

It’s helped that Herbert’s evolution as a snowboarder has mirrored the app’s growth. “I’m fortunate in that I only started snowboarding 10 years ago,” he says. “It’s a recent enough memory that I can put myself in the shoes of beginners. I mean, you’re going downhill at 30 or 40 miles per hour — and that’s intimidating! And I can remember, ‘OK, this is where people just getting into the sport might struggle,’ or ‘Here’s a thing that made me feel really good.’”

*Slopes* shows where your friends are on the mountain.

Slopes shows where your friends are on the mountain.

Still, a skiing app presents a novel set of challenges, both technical (How do you ensure the GPS is accurately reporting your true location and speed?) and practical (How do you tap a screen while wearing puffy gloves in sub-zero temperatures on a flying bench?).

“The design of Slopes is very much informed by the situation,” he says. “For a lot of apps, you’re at your desk, or in a car, or on the train… on a lift, you’re 100 feet up. You don’t necessarily want to pull your phone out and fumble with it. So for me, there has to be a lot of thought about: What are the main interactions that really need to happen, and what device is the best to do that with?”

The iPhone app’s record button, for instance, is mirrored on the Apple Watch app, which is more accessible on a lift or in a line. “A lot of interaction design is thinking holistically about the ski experience,” he says. “To me, having a great experience means: Does the thing on screen react the way I’d expect it to? Can I physically interact with this digital concept? Does it feel real?… Not in a skeumorphic way, but in a ‘can-I-manipulate-it?’ way.”

On a lift, you’re 100 feet up. You don’t necessarily want to pull your phone out and fumble with it.

Curtis Herbert

Beyond Slopes’s people-friendly interface and powerful stat-tracking, Herbert is particularly proud of the app’s 3D mapping support for resorts and runs. “Skiers and snowbarders think in 3D,” he says. “Going into this, one of my big ideas was the ability to look back at my runs and see the 3D profile. I don’t want to have to assemble the puzzle. I want to see, ‘Oh, here’s where I went really fast,’ or, ‘Here was that really steep turn.’”

The skiing apps he’d used prior to creating Slopes only offered top-down or side-profile views, which was workable — but ultimately lacking. In part, there simply weren’t great data sets for resorts, runs, and lifts.

So Herbert turned to GPS data to help. He’d already planned to offer the full Slopes experience even if someone only had GPS enabled, as cellular connectivity could be dicey in the backcountry. “[So] we had to figure out how to pull that data and translate in 3D,” he says. With no 3D experience to speak of, Herbert taught himself SceneKit to create the feature.

Herbert’s app has reached both hardcore skiers and those new to the sport. “It’s fun to hear that it’s bringing families together,” he says.

Herbert’s app has reached both hardcore skiers and those new to the sport. “It’s fun to hear that it’s bringing families together,” he says.

This summer — nearly a decade later — Herbert and the growing Slopes team are expanding their mapping offerings to help you better locate your friends and family during a ski trip; with an Apple Maps-esque interface, the app will show you the routes — easy and hard ones — between you and your friends.

Here again, the human element comes into play. “There can be a lot of intimidation about going somewhere for the first time,” he says. “You might look at a map and say, ‘Am I gonna be able to get back here? Am I gonna end up going off a cliff on a double-diamond?’ I think this’ll take the edge off for a lot of people.”

In recent years, Herbert and the team have focused more on those collaborative features to bring people together. “I hear from a lot of families who’ve used it to get their sons or daughters into skiing. I’ll hear about people trying to beat their mom at a top speed — and I don’t encourage racing on the mountains! — but it’s fun to hear that it’s bringing families together.”

(It can also bring you closer to the developer; Herbert makes his location public when skiing; you can find him to say hi and get that pin. “It’s basically Where’s Waldo,” he says with a grin. “It makes for good stories.”)

But it turns out that goes for his own family too. “My niece recently learned to ski at Killington, so I said, ‘Here, put this phone in your pocket.’ And she lit up at the end of the day, like ‘Look how far I went!’ It’s hard to get that perspective until you see it with numbers on a map, especially if you did much more than you thought. Hearing that it brings people together at the end of the day, sitting around the fire comparing stats, making a sport that I love more enjoyable to people — that’s the best stuff.”

Learn more about Slopes

Download Slopes from the App Store

Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

Explore more of the 2022 Behind the Design series

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Connect with experts online to learn how to make the most of App Store features. Discover how to attract new customers, test marketing strategies, add subscriptions, and so much more. Live presentations with Q&A are being held throughout August in multiple time zones and languages. Register today if you’re a member of the Apple Developer Program.

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Behind the Design: Marvel Future Revolution

Marvel Future Revolution pulls off a balancing act that’s nothing short of heroic.

Netmarble’s open-world superhero MMORPG is a massive Marvel mashup that unites heroes and villains from all universes, timelines, and realities for a giant free-for-all. The cast of characters is nothing short of epic — all-timers like Captain America, Iron Man, and Black Widow join cult favorites like the Egyptian god-avatar Moon Knight, feisty rodent Rocket Raccoon, and floating noggin M.O.D.O.K. Open interdimensional portals as Doctor Strange or crush enemies with Captain Marvel’s mighty photon blasts; play out a story or toggle on auto-play mode.

Captain America, Captain Marvel, and their powerful associates battle it out in Crown City, the capital of Sakaar.

Captain America, Captain Marvel, and their powerful associates battle it out in Crown City, the capital of Sakaar.

For Netmarble production director Joe Lee, staffing the ultimate comic-book all-star game was only half the battle. For his game to be truly revolutionary, Lee and his team knew they needed to level up the gameplay mechanics, storyline, and visuals. After all, with great power comes… well, you know.

“The goal was to bring the full superhero experience to the widest possible audience,” says Lee. “Marvel has such a huge crowd and so many different characters. We needed to find our own big tweak, the thing that would get us to stand apart from everybody else.”

Lee speaks with pride about the game’s range — how its characters intermingle and cross dimensions, and how it truly stretches across the Marvel universe. Future Revolution begins in New Stark City, a gleaming metropolis patrolled by reportedly friendly Ultrons. Before long, however, you’re off exploring realms like Midgardia (a fantasy land reminiscent of Thor and Loki’s homeworld) and Xandearth (a war zone full of alien tech). But despite its grand scope, the game’s multiversal chaos, galaxy-snapping enemies, and feisty rodents are grounded in one single design principle — something that’s driven the team from the begininng: “In a game like this, when you’re making big, important decisions, you always have to just go back to your common sense.”

‘I live to be a clown’

Lee broke into the game industry nearly two decades ago on the business development side, where he learned the ins and outs of partnering with big companies like Marvel — but before his impressive career, the lifelong gamer and business pro had a different passion: hip-hop dancing.

“I think I live to be a clown,” laughs Lee from Netmarble’s offices in South Korea. “I like to bring a good time to the people around me. The greatest part about dancing is that you’re trying to make other people happy, but the happiest person in the moment is yourself. I think that’s maybe why I got into games.”

Need some big green backup? As you progress through the game, you'll join up with powerful companions. Here, Hulk pitches in on a boss fight against Loki's blood father, Laufey.

Need some big green backup? As you progress through the game, you’ll join up with powerful companions. Here, Hulk pitches in on a boss fight against Loki’s blood father, Laufey.

It’s paid off: Games have driven his entire career. In the mid-2010s, Lee became production director for Marvel: Future Fight, a role-playing dungeon crawler and something of an ancestor to Future Revolution. The game was — and is — a smashing success, one that just celebrated its seventh anniversary. “When you’re dancing, you’re performing for couple dozen or maybe a hundred people,” says Lee. “When I started out, I thought, ‘If I want to be a clown, I’d rather serve the bigger crowd.’ And in games, you’re working for millions. That’s what I live for.”

While Future Fight’s impact was becoming clear, Lee was already brainstorming for the sequel. “We were always thinking, ‘What if we had a better framework? What if we could use more recent technologies?’” he says. “We had a yearning for something bigger.”

We wanted to convince core fans first.

Joe Lee, Netmarble production director

In Lee’s mind, the potential sequel would elevate the superhero experience as much as humanly possible. “We thought, ‘OK, to give a true superhero experience to the player — all the powers from the comic books, all the experiences from the movies — we need a bigger space,” he says. “And if we’re talking bigger space, maybe it’s open world. And what’s the most suitable genre for that? MMORPG.”

Big stakes, but common sense. The team’s next challenge involved crafting a story that paid homage to Marvel’s epic history, served as a gripping narrative in its own right, drew on familiar heroes and planets and powers, and would find the approval of both hardcore fans and newcomers.

“We wanted to convince core fans first,” he says. “We wanted every setting to actually make sense. And we needed, say, multiple Captain Americas and Scarlet Witches playing side-by-side with each other. That’s how we landed on the convergence.”

Early sketches of Scarlet Witch's 'Rise of the East' costume theme. The winner: Version B, which became the basis for the final costume.

Early sketches of Scarlet Witch’s ‘Rise of the East’ costume theme. The winner: Version B, which became the basis for the final costume.

The “convergence” provided an elegant solution to the story issue — if you can call multiple realities and multiple Earths colliding with each other a solution. Powered by multiversal magic and some good old-fashioned comic book logic, the convergence storyline not only allowed an endless stream of battles but also established a world in which Iron Man can fly through a portal and talk to Other Iron Man without either of them batting an eye (such as it is).

Plus, it was a total sandbox. Marvel Future Revolution scenes could take place pretty much everywhere. (The script is credited to Marc Sumerak, who worked on Future Fight.) It also allowed for chaos — the best kind. “There’s a mode called Omega War that finds all these heroes fighting each other in a group,” says Lee. “Why would they do that? Because they’re actually getting prepared for something bigger that’s coming.”

The ‘flashiest superhero game’

To pick the game’s heroes — a sort of gym-class dodgeball draft with some of history’s greatest comic-book characters — Lee and his team relied again on common sense. “With the characters, it’s about what the game needed,” says Lee, “not necessarily what was new.”

Selecting and plotting characters — the most crucial aspect of the game’s design — was more about filling holes than drafting the biggest IP; the key was to balance the various mathematical formulas that power such games while also offering players fantastic characters to play.

Netmarble executive producer Doohyun Cho reviews cutscene storyboards to determine the most effective ways to show Rocket Raccoon in a very short time.

Netmarble executive producer Doohyun Cho reviews cutscene storyboards to determine the most effective ways to show Rocket Raccoon in a very short time.

“When we’re adding a character, we’ll think, ‘OK, we already have a few sorcery characters and damage dealers — maybe we need a close-quarter character?” says Lee. “But also: If we already have Doctor Strange, do we need Wanda Maximoff too? In that sort of case, we’ll add special tweaks, based on the source material, to even things out.” The game’s version of the good Doctor is more about damage dealing, while its Wanda — with her well-documented reality-bending abilities — is more geared toward crowd control.

“We defined visual direction for the characters first: a photorealistic style that could compete with AAA games,” says Netmarble executive producer Doohyun Cho. Some characters have a lean, sleek look, while others come off more sturdy and rough. Each costume has a number of player-controlled variants, too: Prefer Black Widow with an all-black or magenta-streaked uniform? Go for it. Want Captain America with a scary-looking shield with menacing spikes? Make it happen.

Early sketches show how Netmarble defined costume components for their characters’ crafty color variants.

Early sketches show how Netmarble defined costume components for their characters’ crafty color variants.

“The ‘flashiest superhero game’ was our internal motto,” Cho says. “We wanted to see heroes being heroes, instead of being stationary and repeating similar moves over and over again.” Future Revolution superheroes attack and slash, duck and evade, fly and crash back to the ground again.

There were a few twists to consider, like the mix of airborne and non-airborne characters. “Flying is surely a bonus when it comes to gameplay, but we wanted to even out the benefits,” says Cho. Ground-based characters are highly maneuverable; Captain America, for instance, can super-sprint while Magik can teleport — both helpful skills when you’re fending off wave after wave of malfunctioning flying Ultrons.

Flying is surely a bonus when it comes to gameplay, but we wanted to even out the benefits.

Doohyun Cho, Netmarble executive producer

The team took pains to avoid “throwing too much information on the screen, as all game developers should.” But at the same time, hiding information behind menus would have forced players to go through multiple levels of hierarchy — also not a great experience. “We decided to balance by selecting information players would need to be constantly aware of,” says Cho. “Most of that is combat-sensitive information, like, health, skill button, and guard status.”

When it came time to design the map, the team started small. “It’s a pretty huge map,” laughs Lee, “and we wanted to see the target quality as soon as possible. So we’d start by focusing on a small corner of the map, one landmark, one enemy and maybe one NPC.” From there, they’d sketch out the combat and drop in some dialogue. Once that was settled? “It pretty much goes out the window,” laughs Lee. “By the time we’re done, we’ve evolved so much. But at least we got the vision of, ‘OK, this is what we’re expecting.’”

Spider-Man surveys the moonlit Hand Fortress, home to a powerful cabal of dark ninjas (and the starting region for Black Widow).

Spider-Man surveys the moonlit Hand Fortress, home to a powerful cabal of dark ninjas (and the starting region for Black Widow).

For those finding their way around the game — or those who’d prefer to watch the battles unfold — Future Revolution offers an auto-play mode, a concept that was also a frequent topic of conversation in the offices. “Auto-play can be a tricky thing,” says Cho. “Some may see it as robbing the real gameplay experience, while others see it as a convenient feature. But for a game like this that requires players to play for a long time, we thought some people would find it useful.”

The feature had two internal rules: First, manual play had to be a great, fully-featured option for players. Second, when players had auto-play enabled, there still had to be room for them to manually intervene and make a difference — where and when to evade, for instance, or when to unleash an ultimate skill. “All games need to be easy to learn but hard to master,” says Cho. “Even with auto-play on, you’ll need to find your own way of mastering auto and manual play combined!”

‘Here we were, contradicting the golden rule’

This brings us to the opening mini-movie — a prologue that features a massive city battle, multiple flying villains, dramatically-arriving heroes, and a surprising sacrifice. “We wanted to wow players from the get-go,” says Cho.

That said, Lee noted that including the scene was an early topic of debate amongst the team. “One of the most common-sense rules when designing a game is to get to the meat of the experience as soon as possible,” he says, “And here we were, contradicting the golden rule!”

Midgardia, before and after the addition of the Bifrost Bridge.

Midgardia, before and after the addition of the Bifrost Bridge.

Rather than focus on gaming conventions, however, the Netmarble team strove to consider the big picture — particularly the army of well-conditioned Marvel fans who’d be coming to the game with elevated expectations. “When you’re creating this kind of game, you know it’s going to appeal to a huge crowd,” he says. “We thought about what our audiences would be like, and what they would expect and deserve. And we thought it was essential to have a proper intro to a world that they’d hopefully [be] diving into at least a few hours every day,” he adds.

The opening scene’s story twist wasn’t simply meant to draw people in; it also brought weight to the experience. And that’s what it’s all about, says Lee. “A great game has to have emotional moments… It has to be the great time you’re having. It could be the feeling of defeating a huge boss that you weren’t able to beat for the first four or five rounds. Maybe it’s the reward you get after getting the sweet, sweet victory you achieved. Maybe it could be the sum of all the rewards.”

These moments elevate Future Revolution to create a truly super experience for its players — and the Netmarble team is still hard at work to make the game even better. “Everyone here is a Marvel nerd now,” Lee says.

Learn more about Marvel Future Revolution

Download MARVEL Future Revolution from the App Store

Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

Explore more of the 2022 Behind the Design series