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Behind the Design: Wylde Flowers

Lots of games defy easy explanation, but Wylde Flowers is a particularly rare bloom.

This charming Apple Design Award-winning game is a cross-pollination of farming simulation, eerie mystery, optional love story, and exploration of tolerance and understanding.

Also, you’re a witch who sometimes turns into a cat.

“The Wylde Flowers experience is a bit different for everybody,” says Amanda Schofield, the co-founder, creative director and managing director of indie developer Studio Drydock. “It’s all about self-expression and self-exploration.” And as the game elegantly shifts from cozy sim to curious mystery — and introduces a gratifyingly diverse cast of characters — that experience transforms, too.

Tara begins life in Fairhaven as a mild-mannered farmer, but there’s more to the town than meets the eye.

Tara begins life in Fairhaven as a mild-mannered farmer, but there’s more to the town than meets the eye.

Wylde Flowers is set in the idyllic town of Fairhaven, a pastoral little hamlet where everyone knows everyone (for reasons the game turns into a winking challenge) and the most urgent menace appears to be the rotting boards blocking the entrance to an old mine.

Fairhaven — and Schofield — make your welcome as comfortable as an old cardigan. You play as Tara, a young woman who’s fled the city after a tough breakup to recharge and reconnect with her Grandma Hazel — who keeps secrets of her own but whose love for Tara radiates from the first cutscene. “The first thing we do is literally wrap you in a warm hug from Grandma,” says Schofield. “That’s the personality of the game. We’re saying this is a safe space, where things are they way they should be. I think that’s quite needed at the moment.”

Once in town, however, who Tara is — and what she becomes — is entirely up to you. Your in-game decisions shape the direction of her friendships, possible love life, and farming skills. Serendipitous interactions move the story along; bump into the gregarious bartender Damon or the flirty doctor Amira at the right moment, and you might change your plans (or unlock a special cutscene or quest). In that early conversation with Grandma, you even decide who Tara broke up with.

Fairhaven’s cast includes the friendly merchant Kai, the kindly Grandma Hazel, and the guarded Kim.

Fairhaven’s cast includes the friendly merchant Kai, the kindly Grandma Hazel, and the guarded Kim.

Such inclusivity is certainly intentional; townsfolk like the non-binary butcher Kim and the married couple Angus and Francis play key roles in the story and date back to the game’s earliest prototypes. Yet at the same time, Wylde Flowers isn’t a game that strives to make its points. “The LGBTQ+ characters aren’t defined by their queerness,” says Studio Drydock marketing lead Victoria Kershaw. “It’s a part of who they are, but it’s not their story arc. In Fairhaven, everyone is accepted as human beings.”

In that way, Fairhaven mirrors the ethos of Studio Drydock itself. “We’re creating a game for young women in a formative part of their lives, women who are dealing with problems that they might not necessarily have the tools to broach,” Schofield says. “We wanted to show them a world where all their choices could be accepted. So we didn’t need to make a story about people trying to find acceptance. Let’s just assume this place has evolved past that.”

While Wylde Flowers kicks off with a Tara making Grandma a nice mushroom risotto, things, as they say, escalate quickly. Without giving too much away, the story soon takes a peculiar turn, one that involves a dark forest with a mysterious gate, a shady-looking company of hooded figures in masks, curiously specific plant requests, and a cat that just keeps showing up. “We needed the story to be a slow-boiling frog,” Schofield says.

We needed you to walk in and feel comfortable, but we didn’t want you to think you were just playing a farming game.

Amanda Schofield, creative and managing director

A farming sim that also includes rebound relationships, undisclosed trapdoors, 30 chatty characters, and a sprinkling of witchcraft is not exactly a simple undertaking; Schofield jokes that the game’s script is “just a little bit longer than War and Peace.” The game’s tone was the subject of daily discussion: Was it dark enough? Was it cozy enough? Did the mystery unfold at the right cadence, and did it pair with that warm welcome? “We needed you to walk in and feel comfortable,” says Schofield, “but we didn’t want you to think you were just playing a farming game.”

That script fell first to Desiree Cifre, the game’s narrative director. Cifre signed onto the game a few months into development — the protagonist had a backstory, but (at the time) no name. “We made the choice to have a designed character,” says Cifre. “We wanted her to have specific depth in her backstory.” Cifre calls it a controversial choice. “But we felt it would ultimately give us more freedom in helping the players decide what kind of Tara their Tara is,” she says.

Early sketches of Tara show how the character (and her hair) evolved throughout the development process.

Early sketches of Tara show how the character (and her hair) evolved throughout the development process.

Much as finding the tone was a balancing act, Tara’s story needed to hit some consistent marks. “Often, I’m brought onto a project at the end, after they’ve decided on the design. It’s basically creating narrative reasons for why the design is the way it is,” says Cifre, with a laugh. “With this, Amanda’s design was developed in tandem with the narrative, which is why is works so well.”

To begin sketching out the narrative, Schofield drew on her past experience as a senior producer on Sims FreePlay, where she had helped add a “story arc” to the game’s famous open-world structure. “My epiphany was that people love making their own stories, but that doesn’t mean they don’t like engaging with other handcrafted stories too,” she says.

The initial draft came quickly. Cifre — alongside co-writer Elizabeth Ballou, who was brought in midway through production — wrote for a world that had “a foot in fantasy” but stayed close to the human element. “We didn’t want something that was arch or twee,” Cifre says, “but we wanted to tell players, ‘It’s OK for you to get really invested in these people.’”

The game would be a farming sim with a malleable storyline that prized inclusivity and acceptance. To do that, the studio needed a way to tell a story about prejudice without necessarily targeting a particular group — and still match the game’s vibe. They found their answer in an unlikely set of headlines. “We got the idea to focus on witchcraft while watching an election in the United Kingdom,” she says. “A group of individuals had decided to hex the government as part of their campaign. It seemed like an appropriate idea for us.”

Early sketches of the game’s mysterious witches, who harbor a surprising secret.

Early sketches of the game’s mysterious witches, who harbor a surprising secret.

It was appropriate on a number of levels. “Historically, [the witchcraft label] has been applied to groups — predominantly women — that people were afraid of,” Schofield says. “It’s been applied to healers, to people who have deep connections with the Earth. There’s always been an element of distrust for powerful women who are able to do things other people don’t understand.” Cifre dove into the literature of witchcraft, infusing the story with a melting pot of history and mythology drawn from Russia, South Africa, Iran, and more.

In addition to core plot points, the script had to allow for enough agency in a player’s choices so that they could feel ownership over the direction of the story. Tara needed to be sincere and irreverent but also a little lost, adrift after the loss of her job and relationship. Her experience discovering the town — and being “gobsmacked” by her new reality, as Cifre puts it — mirrors the player’s experience. Serendipitously, the character, town, and game grew together.

And then, there was the cat.

Schofield says the game’s cats were “the most critical things to get perfect,” and she might not be kidding.

Schofield says the game’s cats were “the most critical things to get perfect,” and she might not be kidding.

“OK, so everyone in the studio is cat-obsessed,” says Schofield. “We have whole channels of pictures of cats. Honestly, the cats in the game were the most critical things to get perfect.” (She’s kidding — probably.)

There was just one kitty-catch: The lone non-cat person in the room was Mike Taylor, a 20-year game design veteran — and the animation director charged with bringing them to life. “Mike probably had the most stressful job in the game,” Schofield laughs. “We’d have meetings with 25 people telling him, ‘No, this is how the cat should sound! More real! But also more cozy!”

She laughs. “If you’ve never been in a video call with 25 people meowing, it’s something.”

Schofield and Studio Drydock co-founder Alex Holkner first conceived of Wylde Flowers with a team of about a dozen, plotting out a snappy narrative that mirrored the “spring” section of the game. But after the initial development phase, they found the game expanding fourfold. “You know that meme with the red strings all over the wall?” she says. “That’s what our hires looked like after that first year.”

Tara hits the lunch counter at Sophia’s diner.

Tara hits the lunch counter at Sophia’s diner.

“No studio goes into their first game saying, ‘Let’s build the biggest game we’ve all ever done!’” Schofield laughs. “As a producer, I’m supposed to manage scale creep.”

But the team’s passion rendered her pleasantly powerless — something was clearly happening. Ideas came from anywhere: Cifre pitched a character whose feet are backwards, concept artists furnished quests. Cultural consultants were brought in to ensure dialect and dialogue were accurate and respectful, sometimes changing a word or two of the script or even redrawing entire dwellings.

“The animator would come in and say, ‘Look, I made this character’s hair move dynamically in the wind,’ and then the character artist would see it and say, ‘Well jeez, now I have to make the hair look better,’” she says. “It wasn’t competition. It was everyone wanting to meet a standard.”

A look at Studio Drydock’s prototypes of the gregarious barman Damon.

A look at Studio Drydock’s prototypes of the gregarious barman Damon.

All told, Wylde Flowers has about 18 hours of dialogue, 350 cutscenes, and 230 names in the credits. (To be fair, that last figure does include the orchestra.) Reaching those figures took about three years. Early game designs experimented with a top-down view (the better for mobile play), but Drydock quickly determined that play felt too disconnected from the characters, especially in a game with so much acting. Subsequent versions brought the view down to an angle — and would zoom in and in until it got as close to the characters as it could.

The scaled-way-up game’s story and visuals were taking shape, the growing team was deeply invested, and the town of Fairhaven was coming slowly to life. There was just one thing missing: its citizens.

Schofield had been noticing the degree to which game studios were bringing in voice actors, especially the K-pop or J-pop stars turning up in games produced in Asia. The voices, she knew, were key. “We couldn’t have gotten away with calling it a narrative game without voicing it,” she says.

Studio Drydock — and its gifted voice director, Krizia Bajos — took immense care in casting its voice actors; Kershaw laughs at how the the team auditioned “so many Taras” in pursuit of the magic combination of humor, lightheartedness, and deep emotion. Their choice was Valerie Rose Lohman (she/they), who earned a BAFTA nomination for her work in What Remains of Edith Finch. “It’s important that the voices of the characters are portrayed by the community being represented,” says Lohman.

For the character of Kim, a non-binary (and emotionally guarded) town butcher, Drydock brought on Erika Ishii (she/they), a strong advocate for the LGBTQ+ community on social media. “The writing for Kim was so natural and the script was so rounded and fleshed-out,” Ishii says. “It was a dream.” The cast also includes BAFTA award-winning actor Cissy Jones as Hazel, Baraka May as Amira, and Michael Scott as Damon.

“The writing for Kim was so natural,” says voice actor Erika Ishii.

“The writing for Kim was so natural,” says voice actor Erika Ishii.

Story and game iteration was a running process; the team tested play and cutscenes on a shared Unity build, tweaking on the fly. Even in the recording studio, actors would sometimes improvise lines, or ask Cifre and Ballou to rewrite on the fly over Slack. The storyline’s pliable nature meant the actors would often play the same scene numerous ways. The scene in which Tara proposes, for instance, offered Lohman an especially engaging challenge since the game offers seven potential suitors. “Every time I recorded the proposal scenes, I was a giggling mess,” says Lohman. “The scope of representation was so fun, and I’d perform differently with, say, Kim than I would with Amira or Wesley. I feel like I got to help create seven lovely love stories.”

“Every time I recorded the proposal scenes, I was a giggling mess,” says Valerie Rose Lohman, who plays Tara.

“Every time I recorded the proposal scenes, I was a giggling mess,” says Valerie Rose Lohman, who plays Tara.

It also helped that the actors shared a near-eerie similarity with their characters. Lohman had recently gone through a rough break-up and has an honest-to-goodness Grandma Hazel; Ishii, like Kim, is a queer non-binary Japanese/Chinese/American with a side shave.

For its actors, Wylde Flowers was more than a job — it was an avenue to connect with a real-world community. “I’ve never worked on a project so thorough in its representation of diversity,” Lohman says. “I do believe that (games) have the power to change someone’s mind, because gaming makes you live in someone else’s shoes. That’s powerful.”

Residents of Fairhaven gather for a town meeting (and a little music).

Residents of Fairhaven gather for a town meeting (and a little music).

“This has spoiled me for life,” laughs Cifre. “This came at a perfect time, when people were looking for these kinds of experiences. This game is about community, and it’s wonderful to see it resonate.”

In other words, the experience was just a bit magic. “It was such a culture of supportiveness and kindness,” says Schofield. “It was lightning in a bottle.”

Learn more about Wylde Flowers

Download Wylde Flowers from 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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Upcoming transition from the XML feed to the App Store Connect API

The App Store Connect REST API lets you customize and automate tasks across developer tools, giving you greater flexibility and efficiency in your workflows. Starting in November 2022, you’ll need to use this API instead of the XML feed to automate management of in-app purchases, subscriptions, metadata, and app pricing. The XML feed will continue to support existing Game Center management functionality.

Learn about the App Store Connect API

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Behind the Design: Procreate

Procreate needs little introduction. For more than a decade, the world-class design app has served anyone looking to create high-caliber art: pro designers, calligraphers, influencers, schools making prom flyers, and pretty much everyone in between. Its ubiquity is equally matched by industry praise — in 2022, Procreate became the rare app to take home a second Apple Design Award, bookending its initial win back in 2013.

“For that to happen again is humbling and disorienting and hugely energizing,” said Claire d’Este, Procreate’s chief product officer. “I feel like there’s now a fire for us to keep pushing harder.”

“We’ve always tried to keep the barrier to entry low,” says Claire d’Este, Procreate’s chief product officer.

“We’ve always tried to keep the barrier to entry low,” says Claire d’Este, Procreate’s chief product officer.

Procreate’s latest win came in the Inclusivity category; judges called out how the app expanded its accessibility support by adding features like motion filtering and color description notifications — all atop Procreate’s existing support for options like VoiceOver, Dynamic Type, and AssistiveTouch. Such additions are part of the natural evolution of an app that’s well into its second decade, but they also speak to the app’s guiding principle: Art is for everyone.

“It’s not just a poster on a wall,” says Procreate CEO and co-founder James Cuda from Hobart, Tasmania, where the app’s 60-member team is based. “It’s a human condition to want to create. We’re trying to amplify that. And as the app grows, we want people to grow with it.”

James Cuda, Procreate CEO and co-founder, says his design approach is to “get in there, roll my sleeves up, and have a bit of a mess.”

James Cuda, Procreate CEO and co-founder, says his design approach is to “get in there, roll my sleeves up, and have a bit of a mess.”

Accessibility has been a Procreate priority since the app’s launch back in March 2011. “We’ve always tried to keep the barrier to entry low and have a friendly first experience,” says d’Este. “You can jump in and start drawing and it doesn’t feel at all intimidating.”

The app is also localized in 16 languages, though it refrains from using words as labels wherever possible so that it can remain easy to use in non-localized regions. “Iconography is a universal language,” says Cuda.

‘It must have been so simple!’

To add the motion filtering and color description notification features, Cuda, d’Este, and the Procreate team stuck with an intricate and well-honed design strategy that’s served them for years: Do it and find out what happens. “We’re sort of more like musicians than designers,” says Cuda. “We go into a room, huddle around, and hammer things out.”

That approach has served Cuda his whole life. “I’ve always been a hacker,” he laughs. “I like to just get in there, roll my sleeves up, and have a bit of a mess.” For the most part, that means no wireframes, no sketches, and not a lot of overthinking.

Cuda and the Procreate team take a stroll through their Tasmanian home base.

Cuda and the Procreate team take a stroll through their Tasmanian home base.

“I did more mind-mapping back in the early days,” he says, “but personally I got muddled in that process because it’s such an abstract way of looking at things. The customer doesn’t see a wireframe; they see a product, and it’s much more meaningful when they can interact with that product. I just always found it easier to create pixel-perfect mockups — and Claire is great at hacking out quick examples of experience flows.”

To illustrate, Cuda shares the tale of Quick Shape, a Procreate feature that helps people draw perfect circles and other shapes. For quite a while, customers had been asking for analog tools — rules, protractors, and the like — but the Procreate team resisted the addition of buttons and menus. “We thought, ‘Well, people don’t really need more accessories, they’re just trying to draw a circle.’ So we devised a gesture. When you draw your circle or shape, you just hold it and the app figures out what you’re trying to draw.”

It was an elegant fix that fit right into the app’s existing interface — no extra buttons or menu dives required. “That was one of those really good breakthroughs,” Cuda shares. “It’s very intuitive, but it’s not conventional.”

We always want to add more functionality, but we don’t want the app to become overburdened.

Claire d’Este

Even with their slightly unorthodox approach to brainstorming and creation, Procreate’s UI and features still go through hundreds of iterations — Quick Shape took nearly three years to ship inside the app. “Making something simple is really complex,” says Cuda. “The beauty of the product is its accessibility.”

d’Este and the Procreate team like to surround themselves with inspiration.

d’Este and the Procreate team like to surround themselves with inspiration.

The challenge is to maintain that accessibility while growing with the times. “We always want to add more functionality, but we don’t want the app to become overburdened,” says d’Este. “The challenge is always: How do we keep that simplicity and those low barriers — but still give everyone the power they need to solve the problems they have?”

The idea for motion filtering — an expanded version of the app’s Stabilization feature and one of the features that propelled the app to its ADA win — followed all those paths, and a few more. “If the customer is experiencing any kind of shakes or tremors as they’re creating, we filter those out so the customer creates a beautifully perfect line, just like they intended,” says Cuda. “It feels like magic.”

But it didn’t entirely start that way. The team first began exploring the idea through the app’s existing Streamline feature, which designers and calligraphers use to create beautiful, curved strokes. “We thought, ‘Why don’t we start there? Why don’t we turn up all the dials and see if it works for people who have any kind of tremors or motion issues?” says Cuda.

There was just one problem: It didn’t work very well. “We had to scrap what we did and go back to the drawing board.”

Procreate’s motion filtering tool — found in the Pressure and Smoothing menu — was a big part of the app's Apple Design Award win for inclusivity.

Procreate’s motion filtering tool — found in the Pressure and Smoothing menu — was a big part of the app’s Apple Design Award win for inclusivity.

The winning concept came from Lloyd Bottomley, the app’s first engineer and currently the company’s chief research officer. “He said, ‘What if we use something like audio signal processing? That essentially modulates the peaks and troughs of audio. Can we use that in a different way to smooth out the strokes?’”

Bottomley worked for weeks, maybe months. “It was a long process!” laughs Cuda. “But when I saw the demo actually working, I remember grabbing a Pencil and seeing if I could disrupt it,” says Cuda. He couldn’t.

The foundation was there, and the team got together to start riffing on it. “We were all drawing with him, so we were able to add comments like, ‘OK, so at this particular pressure level, could we smooth it out to this degree?’ and such. It sounds so ephemeral. But it was a really lovely kind of back and forth that got us there.”

It’s also something that can be used by anyone. “It started out trying to help a certain demographic,” says Cuda, “but it’s great for everyone. I turned it on for almost everything I did.”

The app’s brush library offers something for artists of all stripes.

The app’s brush library offers something for artists of all stripes.

In the end, the feature not only represented a cool technological achievement but also tied fundamentally into the app’s mission. “When we talk about ‘Art is for everyone,’ we think: Well, does this appeal to everyone? Does it work for everybody?” says Cuda. “I think a lot of people think design is the wallpaper that you put up once you build something, or even a blanket term for making anything visual. But it’s really about solving problems. It’s about interfacing with machines in a very human way.”

Learn more about Procreate

Download Procreate 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: A Musical Story

Press play on Charles Bardin’s A Musical Story, and you might find yourself traveling back in time.

“It’s all about the freedom of ‘70s music,” says Bardin, the French composer/developer who created the Apple Design Award-winning game along with Alexandre Rey, Valentin Ducloux, and Maxime Constantinian. “We were inspired by the sense that, back then, anything could happen.”

That ‘70s game: A Musical Story’s outfits and hairstyles were inspired by the “freedom” of the decade.

That ‘70s game: A Musical Story’s outfits and hairstyles were inspired by the “freedom” of the decade.

Those initial notes of inspiration led to the harmonious mix of music, narrative, art, and novel gameplay present in A Musical Story. The rhythm game explores the primal, powerful connection between music and memory, following the protagonist as he reflects on moments from his past. It’s easy to spot the spirit of the ‘70s in the story’s dreamlike visuals: There are vintage guitars, fashion, and hairstyles aplenty, painted vividly in neon-splashed excess and washed-out color. There are scenes that defy comprehension (at one point, cackling cartoon birds make an appearance). And there’s a lot of great music.

While A Musical Story was Bardin’s first time designing a game, he’s had a lot of experience with the genre. After studying at the Conservatoire de Musique de Lyon, he spent more than a decade creating (and covering) music for games. “In one game, you can mix everything. You can have electronic music with Japanese instruments and African drums,” he says. “I love changing things up like that.”

Listen to the soundtrack to ‘A Musical Story’

In 2014, he launched a YouTube series called After Bit, in which he and his longtime friend and collaborator Ducloux interviewed prominent video game music composers about their craft and catalogs. Just three years later, the two began exploring a different partnership — the as-yet-untitled project that would become A Musical Story.

As longtime fans of rhythm games, the team knew their strengths — but wanted to explore a project that put more emphasis on the music itself. “In most rhythm games, the notes come down on the screen and you play them when they arrive,” Bardin says. “I love that, but it’s also something you can play without any sound. I wanted [to create] a game that really relied on listening.”

Meet the band: From left, art director Alexandre Ray, developer Maxime Constantinian, composer Valentin Ducloux, and developer and composer Charles Bardin.

Meet the band: From left, art director Alexandre Ray, developer Maxime Constantinian, composer Valentin Ducloux, and developer and composer Charles Bardin.

With that in mind, the team began prototyping scenes where the player would play short sequences of music using an intuitive two-button system. The simplified controls helped players focus on the music, rather than placement of their hands or physical patterns they needed to remember.

These explorations also helped define the core narrative of the game for Bardin and the team: What if its mechanics could play into the story? “We thought: Let’s dive into a character who’s trying to remember something,” he says.

Rhythm games aren’t traditionally known for their storytelling prowess — there aren’t many places to insert dialogue and exposition outside of song lyrics, and it’s all too easy to tune those out when trying to accomplish a tricky combo. Instead, A Musical Story uses visuals, musical motifs, and the occasional vocal moment to express an important moment or pivotal scene.

I wanted a game that really relied on listening.

Charles Bardin

For example, early on in the game, you play a song called Her, in which the protagonist “goes to a pub, sees a girl playing music, and instantly falls in love with her,” says Bardin. “It begins with just a Rhodes piano and some bass and drums, but as you move closer to the stage, you hear more and more of the music. When you get close enough, you discover her face and her voice.”

That voice belongs to singer Priscilla Cucciniello, and the scene marks the only time vocals appear in the game itself (though they reappear in the credits). “We wanted this moment to be powerful,” Bardin says. “This is the voice of the most important character in the game.”

Listen to ‘Her’ from the soundtrack to ‘A Musical Story’

Each scene has its own distinct combination of music and visuals to move the story forward, but one interface element remains consistent: the circular bubbles you play to create the song in each scene. During their initial story explorations, Bardin was reminded of a French phrase — “bulles de memoire,” or memory bubbles. “I always found that term really charming,” he shares. It resonated with the rest of the team as well, and its visual representation became a core part of both gameplay mechanics and the overall feel of the game.

Will it go ‘round in circles: Tap the bubbles in time with the music.

Will it go ‘round in circles: Tap the bubbles in time with the music.

As with the interface, mechanics, story, and visuals, the songs required a bit of a rethink on the traditional structures of a rhythm game. “Musical games tend to rely on electronic or techno music, where the beat is very clear,” Bardin says. “We wanted to prove that we could do it with more organic music — something that wasn’t quite so thump-thump-thump-thump.”

Bardin and team spent a good bit of time shuffling through genres. “We wrote something like seven stories for the game,” says Bardin. “We had one version that was more modern, a classical version with more piano, and one that felt a bit more like (the French duo) Air.”

In the end, Bardin simply went back to his own record collection, drawing inspiration from ‘70s heavy hitters like Pink Floyd, Led Zeppelin, and Jimi Hendrix, as well as the endlessly inventive sound of Radiohead.

The game’s soundtrack is inspired by some of Bardin’s favorite bands: Pink Floyd, Led Zeppelin, Jimi Hendrix, and Radiohead.

The game’s soundtrack is inspired by some of Bardin’s favorite bands: Pink Floyd, Led Zeppelin, Jimi Hendrix, and Radiohead.

To bring that vibe to the game, he recorded everything but drums on analog instruments: a Fender Rhodes keyboard, Hammond organ, and guitars with big, crunchy sounds. The songs were assembled in Wwise; the rest of the game was built in Unity.

While the music of A Musical Story is designed to tell its story best in concert with the visuals and gameplay, when played back-to-back, the 26 songs form an hour-long concept album. “If you listen straight through, it never stops,” he says. “It’s one big piece.”

Listen to the soundtrack to ‘A Musical Story’

But though it was conceived as a whole, the soundtrack has moments that stand out for Bardin and provide the backdrop to especially meaningful moments, like Her. It’s the only song in the game to feature vocals — albeit vocals in an invented language, mixing together French, Spanish, English, and Esperanto.

Even if the lyrics are obfuscated, they’re still important. “[They] mean something,” Bardin smiles, “though I’d never tell what. But if you take the time to understand the story, and what happens when you listen to the voice at the end of the game, you’ll get it.” For the record, we didn’t get the answer from him either. But we’re pretty sure it’s something that would be meaningful in any decade.

Learn More About A Musical Story

Download A Musical Story on 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.

Read the entire 2022 Behind the Design series

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Behind the Design: Halide Mark II

Halide Mark II’s Sebastiaan de With is an analog guy in a digital world. As co-founder and creative lead at Lux Optics — the company behind the Apple Design Award-winning camera app — de With is no stranger to design or digital photography. But he’s also a big fan of falling off the grid.

“I love grabbing a pen and a notebook, going into the woods, and drawing and drawing,” de With says.

Lens flair: Halide’s Sebastiaan de With designed the minimalist camera app to offer “excitement without intimidation.”

Lens flair: Halide’s Sebastiaan de With designed the minimalist camera app to offer “excitement without intimidation.”

That dual passion for analog art and digital design shines in Halide Mark II, an app that combines the power of a modern DSLR with the joy and beauty of a classic manual camera. “Cameras are just so fun to use,” de With says. “Give a child a camera and they’ll play with the aperture ring and the dials and the switches. I thought, ‘Maybe we can bring a semblance of that delight to an app on a piece of glass.’”


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.


Packed with pro-grade features but accessible to those learning their way around ISO settings, Halide beautifully strikes a balance between the professional and the practical. And its uncluttered, beautifully-organized feature set means that even high-end settings like depth mode and histograms are never more than a few taps away. “We didn’t say we made an app,” says de With. “We say we made a camera. That was a philosophical underpinning of everything we did.”

de With and Lux Optics co-founder Ben Sandofsky know a thing or two about cameras. They bonded on social media over their shared love of photo gear, and a partnership soon followed: The duo released the first version of Halide in 2016, aiming to capture the accessibility of Apple’s camera app while providing easy access to advanced features. “The complexity is there,” says de With, “it’s just not going to overwhelm you. When you’re offered a somewhat accessible way into this world, it can kindle excitement without intimidation.”

Halide provides both pro-grade manual controls and powerful autofocus settings.

Halide provides both pro-grade manual controls and powerful autofocus settings.

That philosophy was a key factor in recruiting Lux Optics’s third team member, iOS developer Rebecca Slatkin. “I really admired — and aligned with — their pragmatic approach to software development,” she says. “They weren’t reinventing the wheel. It was all simplicity.”

While Slatkin had grown up around photography, her camera usage had been far more casual than either de With’s or Sandofsky’s — but that perspective brought even greater accessibility to Halide for people across all skill sets. “You know in bowling, where they put bumpers in the gutters to make sure you at least hit a pin?” says Slatkin. “We support [people] like that. No matter your background, you can take a great photo.”

To translate this ethos to interface, the team designed the app’s controls to largely stay out of the way. “Other camera apps looked like flight simulators with lots of dials, which was intimidating, even for someone like me who loves film cameras,” de With says. “A camera is an extension of your body, and it works best when it creates muscle memory. We need to have consistent gestures. We need to be flexible without changing buttons around all the time.”

Halide’s Ben Sandofsky — seen here testing the app firsthand — connected with de With over their shared love of photo gear.

Halide’s Ben Sandofsky — seen here testing the app firsthand — connected with de With over their shared love of photo gear.

Color, too, is used carefully and deliberately in Halide, with a single yellow highlight color (another homage to classic cameras) used to indicate active state for a feature. When the team was redesigning Halide in 2020 for its Mark II release, however, they discovered that color wasn’t always enough to help someone identify what tools they were using — a lesson Slatkin learned the hard way when trying to experiment with the app’s RAW feature.

“I remember I went to the Adirondacks and took all these photos, and was excited to show Sebastiaan and Ben and my dad,” she recounts, “and I got back and none of them were in RAW — because I thought the deactivated state was the opposite.” While frustrating, the real-world test helped the team update the feature’s button design to better reflect each individual mode when selected.

Halide’s powerful macro mode is always just a few taps away.

Halide’s powerful macro mode is always just a few taps away.

The team’s focus on simplicity for Halide goes beyond interface design — they also bring it to the design and implementation of their advanced camera features. Take their approach to RAW photography: While pros may love working with uncompressed images because it offers them more color data to manipulate, RAW processing can often be confusing and time-consuming for first-time photographers. In response, the team developed Instant RAW, which uses machine learning to help people shoot and process RAW images instantly. “It’s all about what you create,” says de With. “So we thought, ‘Let’s just skip to the part where you create nice photos.’”

Sometimes, the team builds features that grow beyond Halide itself. Spectre Camera, a machine learning-powered long exposure app and the App Store’s 2019 App of the Year, was one such project; the team is also currently hard at work on Light Forecast, an app that uses machine learning and predictive models to alert you when a particularly picturesque sunset is coming up. (You might have caught a peek in the WWDC22 keynote.) Originally conceived as a Lock Screen widget, the app has evolved into a passion project for Slatkin.

“As I was learning photography, I was trying to become more aware of light and golden hour,” she says, “and I found that being able to predict cloud coloration, sky coloration, and air quality makes a huge difference.” She’s spent the past several months collecting data, partnering with weather services, and tracking 30 webcams all over the country. “I’ve learned that we’ve been sleeping on some really good sunsets,” she says.

Rebecca Slatkin and de With often find themselves learning from their own app. “I find myself being a lot more observant about my surroundings,” says Slatkin.

Rebecca Slatkin and de With often find themselves learning from their own app. “I find myself being a lot more observant about my surroundings,” says Slatkin.

That experience — and that unexpected delight — is what Lux Optics hopes people get out of their apps: the sense that cameras, even the complicated ones, are accessible to anyone with a device and a scenic location. “I hike a lot, and I find myself being a lot more observant about my surroundings,” says Slatkin. “It’s made me appreciate the beauty of things I wouldn’t have noticed before.”

Simply put: You don’t need be to a pro photographer to use a pro camera app. “It’s a lie to say that some people have a creative gift and some don’t,” de With says. “Everybody has a unique perspective on the world. We hope we can help people discover theirs.”

Learn more about Halide Mark II

Download Halide Mark II – Pro Camera from the App Store

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Update on apps distributed in South Korea

Apple designed the App Store to be a safe and trusted place to discover and download apps. Apple’s in-app purchase system, an integral part of our world-class commerce platform, offers people around the world a private and secure user experience across apps and Apple devices, and makes it easy for them to manage their purchases and subscriptions for digital goods and services.

The Telecommunications Business Act in South Korea was recently amended to mandate that apps distributed by app market operators in South Korea be allowed to offer an alternative payment processing option within their apps. To comply with this law, developers can use the StoreKit External Purchase Entitlement. This entitlement allows apps distributed on the App Store solely in South Korea the ability to provide an alternative in-app payment processing option. Developers who want to continue using Apple’s in-app purchase system may do so and no further action is needed.

If you’re considering using this entitlement, it’s important to understand that some App Store features, such as Ask to Buy and Family Sharing, will not be available to your users, in part because we cannot validate payments that take place outside of the App Store’s private and secure payment system. Apple will not be able to assist users with refunds, purchase history, subscription management, and other issues encountered when purchasing digital goods and services through an alternative purchasing method. You will be responsible for addressing such issues.

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Behind the Design: Gibbon: Beyond the Trees

Why design games? For Apple Design Award winner Felix Bohatsch, it’s about more than creating delightful diversions or telling a great story.

“[They’re] a kind of asynchronous communication,” says the Vienna-based designer. “I can share topics and thoughts with people all over the world. I find that very rewarding — if it turns out well!” he adds with a laugh.

Gibbon: Beyond the Trees turned out pretty well. Developed by Broken Rules, of which Bohatsch is a co-founder, Gibbon casts you as an ape who flings, swings, and slides their way through a beautifully realized landscape. The flinging-around-trees mechanic is unique, but easy to learn — even for earthbound humans.

Welcome to the jungle: *Gibbon* begins in a gorgeously drawn forest.

Welcome to the jungle: *Gibbon* begins in a gorgeously drawn forest.

“The goal was to create a flow state with the gameplay, where players get into the swinging and jumping without thinking too much about it,” says Bohatsch, who conceived the game with Clemens Scott, Broken Rules’s creative director and lead artist. “What we hope is that the device sort of vanishes, and all you have is the players, world and characters.”

Still, there’s more to Gibbon than free-flying fun. “We quickly realized we couldn’t just build this purely escapist infinite runner, where everything’s lush and beautiful and happy,” Bohatsch says. “Gibbons are endangered. They’re losing their habitats and their forests are being destroyed. And that led to my second motivation: To show the world the difficulties gibbons face. Not to be preachy — but to show how it might feel to lose your family, or to live in a world where there’s maybe not much place for you.”

The game’s bustling cityscapes are a commentary on how gibbons are losing their habitats, says Bohatsch.

The game’s bustling cityscapes are a commentary on how gibbons are losing their habitats, says Bohatsch.

The digital draw

For a short while, Bohatsch felt that there might not be a place for him in design. He applied to university with the hopes of studying graphic design but wasn’t accepted to the program he was aiming for. “I thought, well, I’ll learn more about computers, since that’s what designers use,” he says.

He spent the next few years learning the tools of the trade and the science behind it. Though he certainly played his share of games, he never considered himself a hardcore gamer. What he did feel was the draw of games — the way they could unify graphic design, interactive design, and computer science.

When an opportunity to study game design materialized, he jumped at the chance. “I’d never seen myself as a game designer, but that moment was where I realized I could combine my passions and put them to good use.”

I wanted to evoke feelings that might be linked to the natural world [without] re-creating it.

Appropriately enough, the idea for Gibbon came from a family trip to the zoo, where Bohatsch found himself noticing the animals’ remarkable agility and almost otherworldly movements.

The Broken Rules team explored variations on that idea over several years as they worked on other projects, trying to find the right translation of that motion to a screen. “We didn’t want a simulation game; we wanted a sense of abstraction,” Bohatsch says. “I wanted to evoke feelings that might be linked to the natural world [without] re-creating it.”

To breathe life into the game’s rich hand-drawn look — the lush forests full of spreading branches, inviting vines, and mighty tree trunks — the team turned to London-based artist and designer Catherine Unger, a game veteran who’d worked on such titles as Tangle Tower.

“The goal was for the visuals to look like an illustration,” says Unger. That meant adding hand-painted 3D textures, rough edges, and even a little wobble in the game’s linework to capture that storybook feeling.

The team initially used 2D assets to create a parallaxing environment with the game, then experimented with turning the canopies themselves into 3D splines. “It looked amazing!” says Unger. “That snowballed into a discussion that led to [more] 3D foreground elements that gave the game a whole new level of depth.”

There was a lot of debate…

When it came time to replicate the animals’ movements in the game, the Broken Rules team, well, broke the rules.

Gibbon has a kind of inverted control scheme.” Bohatsch says. “You hold when the gibbon has to hold, and release when the gibbon has to jump. Basically, whenever the gibbon collides or interacts with a tree or a vine, that’s when you touch the device.”

Early sketches show how the Broken Rules team reached for a “poetic connection” between player and character.

Early sketches show how the Broken Rules team reached for a “poetic connection” between player and character.

To refine the mechanic, Broken Rules brought on Canadian developer Eddy Boxerman to sharpen the game’s main physics and movement. “We never wanted it to be about pixel-perfect timing, but we did want some kind of challenge that gave you agency over your actions.” The team tried out alternate outcomes for not lifting your finger at the right time, including one that levied a penalty and another that… did pretty much nothing. “The gibbon would just jump away on his own. It was easier for some players,” laughs Bohatsch, “but it was getting pretty boring.”

Gibbon‘s jump-to-release mechanic subverts the traditional press-to-jump action of most games, but the Broken Rules team stands by it. “There was a lot of debate about whether this was a good idea,” he says, “but I think it creates a kind of poetic connection between you and the character.”

The mechanic created a challenge for Unger too. “It was particularly difficult to create the art style for the trees; the gameplay meant that the trees looked a bit alien and unusual,” she says. It was game co-creator Scott who solved that challenge, suggesting that Unger and team limit tree canopies to the background branches and keep the main gameplay branches free for gibbon swinging.

The games we want to build aren’t necessarily about being realistic, but about developing emotions.

The poetic connection Bohatsch mentions is the keystone of the game — and it’s been Broken Rules’s specialty since the studio’s 2009 inception. The Broken Rules catalog includes such well-regarded titles as And Yet It Moves and Secrets of Raetikon, as well as two more Apple Design Award winners: Eloh, a rhythmic puzzle game, and Old Man’s Journey, whose main character follows his own arc of loss, regret, and reconciliation.

“It’s really about emotion, right?” he says. “The games we want to build aren’t necessarily about being realistic, but about developing emotions. When I was younger I played a game called Echo, and there was a moment when you held a button to grab hands with a secondary character. It felt so great. All you did was press a button. But the characters and their reactions were so natural and evocative. That showed me how games can create a whole range of different emotions.”

In the end, *Gibbon* is about a search for family.

In the end, *Gibbon* is about a search for family.

Emotion isn’t the only thing at play in Gibbon — the team has a careful eye on embodiment, too. “Players tend to have a bias toward the characters we play,” says Bohatsch. “In Old Man’s Journey, we heard from players about how, as they played, the developed more empathy for the old man.” It’s the same with Gibbon — putting yourself in the hands of another creature creates that connection from the first jump.

This immersion carries through in the game’s environments. When play begins, you’re in a lush forest: swinging amongst spreading branches, inviting vines, and mighty tree trunks. As the game continues, however, those forests begin to thin out. The primal green backdrop so familiar to those early moments is replaced by harsh, chugging construction vehicles and the dissonant rumble of man-made machinery.

“I wanted the deforestation scenes to feel starkly different from the jungle scenes, not just for visual variety but also for emotional impact,” says Unger. “The more realistic desaturated tones in the deforested areas mirror the empty feelings of the gibbons in the game. But they’re also a true-to-life representation of a jungle devastated by human impact.”

The game’s deforestation scenes have a dark, unsettling feel — especially when contrasted with the natural beauty of previous levels.

The game’s deforestation scenes have a dark, unsettling feel — especially when contrasted with the natural beauty of previous levels.

In the end, Gibbon takes its place among Broken Rules’s titles as a game that’s something more. “I want people to think about gibbons and about how much space we can still give them,” he says. “We want to linger in people’s minds after they’ve played.”

And he wants to continue creating games that speak to something bigger, something more universal, something that can’t be created in a vacuum — or, sometimes, even a studio.

“If I had any advice for aspiring designer, it would be to go out in the world and live a life outside of games,” he says. “Travel, talk to lots of people, read books, go to concerts. Play games, sure, but don’t spend all your time with them. There’s so much inspiration in the world, whether it’s coming from nature or other human beings or other species. That’s what we’re trying to design: new ways to look at the world through the gaming lens.”

Learn more about Gibbon: Beyond the Trees

Download Gibbon: Beyond the Trees from the App Store

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Meet the prototypers

Creating a great app, game, or product takes work. Brainstorming ideas, thoughtful iteration, and — as Apple’s Prototyping team knows all too well — feedback. Constant feedback. “If we’re not getting feedback on something, we’re just not showing it to the right people,” says Apple designer Julian Missig.

Missig and several other members of the Prototyping team recently hosted a conversation in the Design Digital Lounge for WWDC22 attendees, where they shared their approaches to creating useful prototypes, the value of outside feedback, bringing that special ✨sparkle✨ to early experiences, and design best practices. Check out a few of the highlights from that conversation below.


What’s your process when beginning a new prototyping project?

We make something, show it to people, learn from their feedback — and do it over and over again. We don’t really count how many “drafts” we make, but everything we work on undergoes many, many iterations.

How do you even know where to start?

It’s important to know your biggest questions around an idea. For example, when we were working on Scribble for iPad and Apple Pencil, we really wanted to understand how people reacted to their handwriting being converted to digital text. What made that process more understandable? What kinds of input could lead to confusing situations?

The goal of prototypes is to answer these kinds of questions before investing a lot of time into making things real — hence why it’s important to keep your prototyping process light and nimble. We try not to be too rigid. Often, we’re starting with a specific problem to solve. But sometimes we make things just because they seem interesting, and then figure out why and what they can help solve. It’s about giving ourselves space to figure out what feels great.

What kinds of tools do you use for initial sketches and ideas?

The best tool is whatever you’re most comfortable with — what is going to let you try things rapidly? For some people, that’s code; others, sketching on iPad or animation. Everyone on our team uses different tools and has workflows that work for them.

We’ve also found that [Apple Design Award winner] Looom makes animating so fast that we can create simple hand-drawn animations to describe the kinds of interactions and motion we want in a prototype during a meeting (or immediately after one).

How do you deal with creative blocks and starting from a blank page?

Spending time doing things that aren’t design-related! Playing music, spending time outdoors, reading books about random obscure topics… these can all spark unexpected connections and inspirations that find their way into our work. It’s also great to dive into the history of a topic — for example, the history of handwriting through various cultures proved very inspirational when working on Apple Pencil.

What’s the ratio of looks to functionality when making a prototype?

Looks for the sake of looks are rarely worth spending lots of early time on, but sometimes different aesthetic directions or visual metaphors are definitely things you want to prototype! The key is to make the least amount you need and still learn something.

How extensively do you test your early designs — do you only share it within your team?

We definitely show prototypes to broader teams as well as our own. It’s less about testing in a traditional, thorough sense, and more about getting lots of people from different backgrounds to try it and tell us what they think.

How do you approach giving feedback to each other?

Always bring positive feedback when sharing the work. It should never be about personal judgement, but how to make the app experience better. For example, avoid something like “I don’t like this color” in favor of a comment like “I think blue instead of red would better communicate what the experience is about.”

How often do you change direction or evolve a prototype after feedback sessions?

We try to keep more than one direction open at a time. It might mean having multiple different prototypes, or a single option that has sliders and preferences and can be adjusted. If someone gives us good feedback, we’ll incorporate it or try it out. If it’s in conflict with the previous direction, we keep both around to let people compare.

Have you ever had a product that had little to no changes after feedback? A “hole-in-one”?

Never! If we’re not getting feedback on something, we’re just not showing it to the right people. We’ll eventually show it to someone who will have feedback — either improvements or reasons why it won’t work. That’s the fun part about working with a whole lot of people who are very talented at what they do.

How do you go about adding magic, delight, and whimsy to a prototype?

Give yourself time to not worry about solving the problem. “What other ideas does this give us?” can mean [something] completely unrelated. But if something seems interesting, it’s worth trying. Those weird-but-interesting ideas can inspire us to connect the weird/whimsical inspiration to something that actually solves the problem.

How does your team go about prototyping advanced interactions without having to fully build something?

We find a way to fake it! “Prototyping for AR“ from WWDC18 has good examples of clever prototyping that don’t involve code at all. There are ways to fake things with paper printouts or clever video capture too. And simple Keynote animations can teach a lot.

Prototyping for AR

Designing for AR can be intimidating and discovering design flaws late in the process can be costly. See how low-tech traditional prototyping techniques can help you validate and refine your AR app and game design ideas.

Are there any other good WWDC sessions on prototyping past or present you’d recommend?

You can search “prototyping” in the Developer app or on developer.apple.com to find all sessions we’ve worked on, including “Fake it ‘till you make it” from WWDC14 and “The life of a button” from WWDC18. There’s also “Discoverable design” from WWDC21, which is more about discoverability — something we care a lot about!

The Life of a Button

An in-depth exploration of essential interaction, visual and sound design principles and techniques through the design of a simple button.

Prototyping: Fake It Till You Make It

Make better apps by trying things out first, before you write any code. Get a glimpse of Apple’s prototyping process and the range of tools and techniques we use, some of which might surprise you.

Discoverable design

Discover how you can create interactive, memorable experiences to onboard people into your app. We’ll take you through discoverable design practices and learn how you can craft explorable, fun interfaces that help people grasp the possibilities of your app at a glance. We’ll also show you how…

Do you ever have to stop and refocus a vision or design — say, if too many new ideas have been added?

Definitely. When that happens, we typically try to focus on what people loved the most. If you have dozens of things competing for your attention, focusing on the two or three that seem to be winning hearts over is a good way to move forward without getting bogged down. Also, sometimes you may have to accept that while you have a bunch of kinda cool things, there’s no one true winner. That’s OK! There’s always a way for things you liked to make their way into other work in the future.

What’s one piece of advice you’d want to share?

Always remember what you’re building a prototype for and what you’re trying to answer. We sometimes get caught up in trying for a perfectly polished prototype. But it should always be about quickly and efficiently testing a panel of different ideas. Sometimes it helps to get away from the screen and use low-tech tools.

How would you sum up the team’s design philosophy?

Make things, show them to people, learn from their feedback! That should be a tattoo at this point.

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Behind the Design WWDC22

The Apple Design Awards honors excellence in innovation, ingenuity, and technical achievement in app and game design. Our award-winning designers take thoughtful and creative approaches to their apps and games, giving people new ways to work, play, or imagine things that were never before possible.

To celebrate our 2022 Apple Design Award-winning apps and games, we’ve put together a series of interviews with their creators. Starting June 27, go behind the design and learn about our winners’ creative process, challenges, and how they brought their bold and distinctive ideas to life.


Gibbon: Beyond the Trees

Coming June 27.

Halide Mark II

Coming July 5.

A Musical Story

Coming July 11.

Procreate

Coming July 18.

Wylde Flowers

Coming July 25.

Odio

Coming August 1.

MARVEL Future Revolution

Coming August 8.

Slopes

Coming August 15.

LEGO Star Wars Castaways

Coming August 22.

(Not Boring) Habits

Coming August 29.

Overboard!

Coming September 5.

Rebel Girls

Coming September 12.