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Behind the Design: Creating the make-believe magic of Lost in Play

Four animated characters from Lost in Play — a young girl named Gal, a duck wearing pilot's goggles, a large frog holding a mug of tea, and a gnome with a bushy beard — float above a picnic blanket in a green field.

Lost in Play is a game created by and for people who love to play make-believe.

The 2024 Apple Design Award (ADA) winner for Innovation is a point-and-click adventure that follows two young siblings, Toto and Gal, through a beautifully animated world of forbidden forests, dark caverns, friendly frogs, and mischievous gnomes. To advance through the game’s story, players complete fun mini-games and puzzles, all of which feel like a Saturday morning cartoon: Before the journey is out, the pair will fetch a sword from a stone, visit a goblin village, soar over the sea on an enormous bird, and navigate the real-world challenges of sibling rivalry. They will also order several pizzas.


ADA FACT SHEET

In an animated screenshot from Lost in Play, a young brother and sister stand at the edge of a pond talking to a small green gnome who sits on the back of a giant swan.

Lost in Play

  • Winner: Innovation
  • Team: Happy Juice Games, Israel
  • Available on: iPhone, iPad
  • Team size: 7
  • Previous accolades: iPad Game of the Year (2023)

Download Lost in Play

Learn more about Lost in Play

Lost in Play is the brainchild of Happy Juice Games, a small Israel-based team whose three cofounders drew inspiration from their own childhoods — and their own families. “We’ve all watched our kids get totally immersed playing make-believe games,” says Happy Juice’s Yuval Markovich. “We wanted to recreate that feeling. And we came up with the idea of kids getting lost, partly in their imaginations, and partly in real life.”

The team was well-equipped for the job. Happy Juice cofounders Markovich, Oren Rubin, and Alon Simon, all have backgrounds in TV and film animation, and knew what they wanted a playful, funny adventure even before drawing their first sketch. “As adults, we can forget how to enjoy simple things like that,” says Simon, “so we set out to make a game about imagination, full of crazy creatures and colorful places.”

A split-screen view. On the left is a screenshot of Lost in Play, showing an undersea scene in which a main character, Toto, is sitting in the belly of a whale with an old man. Beneath them swims his sister, Dot. On the right is an pencil sketch of the scene.

Toto meets a new friend in the belly of a whale in Lost in Play. At right is an early sketch of the scene.

For his part, Markovich didn’t just have a history in gaming; he taught himself English by playing text-based adventure games in the ‘80s. “You played those games by typing ‘go north’ or ‘look around,’ so every time I had to do something, I’d open the dictionary to figure out how to say it,” he laughs. “At some point I realized, ‘Oh wait, I know this language.’”

The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’

Yuval Markovich, Happy Juice Games cofounder

But those games could be frustrating, as anyone who ever tried to “leave house” or “get ye flask” can attest. Lost in Play was conceived from day one to be light and navigable. “We wanted to keep it comic, funny, and easy,” says Rubin. “That’s what we had in mind from the very beginning.”

A split-screen view. At least is a screenshot of Lost In Play, in which four small black birds with glowing blue eyes hold game pieces in their beaks and stand in front of a large bird, while Toto climbs up a limb to reach them.

Toto must go out on a limb to solve the ravens’ puzzle in this screenshot and early sketch.

Lost in Play may be a linear experience — it feels closer to playing a movie than a sandbox game — but it’s hardly simple. As befitting a playable dream, its story feels a little unmoored, like it’s being made up on the fly. That’s because the team started with art, characters, and environments, and then went back to add a hero’s journey to the elements.

“We knew we’d have a dream in the beginning that introduced a few characters. We knew we’d end up back at the house. And we knew we wanted one scene under the sea, and another in a maker space, and so on,” says Markovich. “The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’”

Early concept sketches of Toto and Gal, showing four different variations of each character alongside the final versions on the right.

Early concept sketches show the character design evolution of Toto and Gal.

Naturally, the team drew on their shared backgrounds in animation to shape the game all throughout its three-year development process — and not just in terms of art. Like a lot of cartoons, Lost in Play has no dialogue, both to increase accessibility and to enhance the story’s illusion. Characters speak in a silly gibberish. And there are little cartoon-inspired tricks throughout; for instance, the camera shakes when something is scary. “When you study animation, you also study script writing, cinematography, acting, and everything else,” Markovich says. “I think that’s why I like making games so much: They have everything.”

The best thing we hear is that it’s a game parents enjoy playing with their kids.

Oren Rubin, Happy Juice games cofounder

And in a clever acknowledgment of the realities of childhood, brief story beats return Toto and Gal to the real world to navigate practical issues like sibling rivalries. That’s on purpose: Simon says early versions of the game were maybe a little too cute. “Early on, we had the kids sleeping neatly in their beds,” says Simon. “But we decided that wasn’t realistic. We added a bit more of them picking on each other, and a conflict in the middle of the game.” Still, Markovich says that even the real-world interludes keep one foot in the imaginary world. “They may go through a park where an old lady is feeding pigeons, but then they walk left and there’s a goblin in a swamp,” he laughs.

A screenshot from Lost in Play that shows Toto in a dark forest with three frogs, one of whom is trying to retrieve a sword from a stone.

Strange frogs distributing swords are the basis for one of Lost in Play‘s many inventive puzzles.

On the puzzle side, Lost in Play’s mini-games are designed to strike the right level of challenging. The team is especially proud of the game’s system of hints, which often present challenges in themselves. “We didn’t want people getting trapped like I did in those old adventure games,” laughs Markovich. “I loved those, but you could get stuck for months. And we didn’t want people going online to find answers either.” The answer: A hint system that doesn’t just hand over the answer but gives players a feeling of accomplishment, an incentive to go back for more.

It all adds up to a unique experience for players of all ages — and that’s by design too. “The best feedback we get is that it’s suitable for all audiences,” says Rubin, “and the best thing we hear is that it’s a game parents enjoy playing with their kids.”

Meet the 2024 Apple Design Award winners

Behind the Design is a series that explores design practices and philosophies from finalists and winners of the 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.

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Updates to runtime protection in macOS Sequoia

In macOS Sequoia, users will no longer be able to Control-click to override Gatekeeper when opening software that isn’t signed correctly or notarized. They’ll need to visit System Settings > Privacy & Security to review security information for software before allowing it to run.

If you distribute software outside of the Mac App Store, we recommend that you submit your software to be notarized. The Apple notary service automatically scans your Developer ID-signed software and performs security checks. When your software is ready for distribution, it’s assigned a ticket to let Gatekeeper know it’s been notarized so customers can run it with confidence.

Learn how to notarize your macOS software

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Updates to runtime protection in macOS Sequoia

In macOS Sequoia, users will no longer be able to Control-click to override Gatekeeper when opening software that isn’t signed correctly or notarized. They’ll need to visit System Settings > Privacy & Security to review security information for software before allowing it to run.

If you distribute software outside of the Mac App Store, we recommend that you submit your software to be notarized. The Apple notary service automatically scans your Developer ID-signed software and performs security checks. When your software is ready for distribution, it’s assigned a ticket to let Gatekeeper know it’s been notarized so customers can run it with confidence.

Learn how to notarize your macOS software

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Hello Developer: July 2024

In this edition: Dive deep into the big announcements from WWDC24, check out the first installment of the 2024 Behind the Design series, and more.

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Behind the Design: How Gentler Streak approaches fitness with “humanity“

A photo of six members of the Gentler Streak team sitting on a couch in front of a white wall with yellow abstract designs.

Gentler Streak is a different kind of fitness tracker. In fact, to hear cofounder and CEO Katarina Lotrič tell it, it’s not really a fitness tracker at all.

“We think of it more as a lifestyle app,” says Lotrič, from the team’s home office in Kranj, Slovenia. “We want it to feel like a compass, a reminder to get moving, no matter what that means for you,” she says.


ADA FACT SHEET

A screenshot of Gentler Streak’s “Go Gentler” page, which suggests optimal workouts for a user’s day.

The app’s “Go Gentler” page suggests optimal workouts for a user’s day.

Gentler Streak

  • Winner: Social Impact
  • Team: Gentler Stories d.o.o., Slovenia
  • Available on: iPhone, iPad, Apple Watch
  • Team size: 8
  • Previous accolades: Apple Watch App of the Year (2022), Apple Design Award finalist (Visuals and graphics, 2023)

Download Gentler Streak from the App Store

Learn more about Gentler Streak

Meet the 2024 Apple Design Award winners

That last part is key. True to its name, the Apple Design Award-winning Gentler Streak takes a friendlier approach to fitness. Instead of focusing on performance — on the bigger, faster, and stronger — Gentler Streak meets people where they are, presenting workout suggestions, statistics, and encouragement for all skill levels.

“A lot of mainstream fitness apps can seem to be about pushing all the time,” Lotrič says. “But for a lot of people, that isn’t the reality. Everyone has different demands and capabilities on different days. We thought, ‘Can we create a tool to help anyone know where they’re at on any given day, and guide them to a sustainably active lifestyle?’”

If a 15-minute walk is what your body can do at that moment, that’s great.

Katarina Lotrič, CEO and cofounder of Gentler Stories

To reach those goals, Lotrič and her Gentler Stories cofounders — UI/UX designer Andrej Mihelič, senior developer Luka Orešnik, and CTO and iOS developer Jasna Krmelj — created an app powered by an optimistic and encouraging vibe that considers physical fitness and mental well-being equally.

Fitness and workout data (collected from HealthKit) is presented in a colorful, approachable design. The app’s core functions are available for free; a subscription unlocks premium features. And an abstract mascot named Yorhart (sound it out) adds to the light touch. “Yorhart helps you establish a relationship with the app and with yourself, because it’s what your heart would be telling you,” Lotrič says.

A screenshot from Gentler Streak, in which the app’s mascot, Yorhart, is seen over a line graph indicating that a person’s needs and capabilities are being met perfectly.

Good news from Yorhart: This user’s needs and capabilities are being met perfectly.

It’s working: In addition to the 2024 Apple Design Award for Social Impact, Gentler Streak was named 2022 Apple Watch App of the Year. What’s more, it has an award-winning ancestor: Lotrič and Orešnik won an Apple Design Award in 2017 for Lake: Coloring Book for Adults.

The trio used the success of Lake to learn more about navigating the industry. But something else was happening during that time: The team, all athletes, began revisiting their own relationships with fitness. Lotrič suffered an injury that kept her from running for months and affected her mental health; she writes about her experiences in Gentler Streak’s editorial section. Mihelič had a different issue. “My problem wasn’t that I lacked motivation,” he says. “It was that I worked out too much. I needed something that let me know when it was enough.”

Statistics are just numbers. Without knowing how to interpret them, they are meaningless.

Katarina Lotrič, CEO and cofounder of Gentler Stories

As a way to reset, Mihelič put together an internal app, a simple utility that encouraged him to move but also allowed time for recuperation. “It wasn’t very gentle,” he laughs. “But the core idea was more or less the same. It guided but it didn’t push. And it wasn’t based on numbers; it was more explanatory.”

Over time, the group began using Mihelič’s app. “We saw right away that it was sticky,” says Lotrič. “I came back to it daily, and it was just this basic prototype. After a while, we realized, ‘Well, this works and is built, to an extent. Why don’t we see if there’s anything here?’”

A screenshot from Gentler Streak, showing a series of bar graphs that chart a person’s workout history over a single month.

Gentler Streak pulls workout information from HealthKit and presents it in simple, easy-to-understand charts.

That’s when Lotrič, Orešnik, and Krmelj split from Lake to create Gentler Stories with Mihelič. “I wanted in because I loved the idea behind the whole company,” Krmelj says. “It wasn’t just about the app. I really like the app. But I really believed in this idea about mental well-being.”

Early users believed it too: The team found that initial TestFlight audience members returned at a stronger rate than expected. “Our open and return rates were high enough that we kept thinking, “Are these numbers even real?’” laughs Lotrič. The team found that those early users responded strongly to the “gentler” side, the approachable repositioning of statistics.

“We weren’t primarily addressing the audience that most fitness apps seemed to target,” says Lotrič. “We focused on everyone else, the people who maybe didn’t feel like they belonged in a gym. Statistics are just numbers. Without knowing how to interpret them, they are meaningless. We wanted to change that and focus on the humanity.” By fall of 2021, Gentler Streak was ready for prime time.

Three screenshots from Apple Watch that show Gentler Streak on watchOS.

Gentler Streak on Apple Watch brings encouragement closer than ever before.

Today’s version of the app follows the same strategy of Mihelič’s original prototype. Built largely in UIKit, its health data is smartly organized, the design is friendly and consistent, and features like its Monthly Summary view — which shows how you’re doing in relation to your history — focus less on comparison and more on progress, whatever that may mean. “If a 15-minute walk is what your body can do at that moment, that’s great,” Lotrič says. “That how we make people feel represented.”

The app’s social impact continues to grow. In the spring of 2024, Gentler Streak added support for Japanese, Korean, and traditional and simplified Chinese languages; previous updates added support for French, German, Italian, Spanish, and Brazilian Portuguese.

And those crucial features — fitness tracking, workout suggestions, metrics, and activity recaps — will remain available to everyone. “That goes with the Gentler Stories philosophy,” says Lotrič. “We’re bootstrapped, but at the same time we know that not everyone is in a position to support us. We still want to be a tool that helps people stay healthy not just for the first two weeks of the year or the summer, but all year long.”

Meet the 2024 Apple Design Award winners

Behind the Design is a series that explores design practices and philosophies from finalists and winners of the 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.

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Changes for apps in the EU now available in iPadOS 18 beta 2

The changes for apps in the European Union (EU), currently available to iOS users in the 27 EU member countries, can now be tested in iPadOS 18 beta 2 with Xcode 16 beta 2.

Also, the Web Browser Engine Entitlement Addendum for Apps in the EU and Embedded Browser Engine Entitlement Addendum for Apps in the EU now include iPadOS. If you’ve already entered into either of these addendums, be sure to sign the updated terms.

Learn more about the recent changes:

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The App Store on Apple Vision Pro expands to new markets

Apple Vision Pro will launch in China mainland, Hong Kong, Japan, and Singapore on June 28 and in Australia, Canada, France, Germany, and the United Kingdom on July 12. Your apps and games will be automatically available on the App Store in regions you’ve selected in App Store Connect.

If you’d like, you can:

You can also learn how to build native apps to fully take advantage of exciting visionOS features.

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Upcoming regional age ratings in Australia and South Korea

Apple is committed to making sure that the App Store is a safe place for everyone — especially kids. Within the next few months, you’ll need to indicate in App Store Connect if your app includes loot boxes available for purchase. In addition, a regional age rating based on local laws will automatically appear on the product page of the apps listed below on the App Store in Australia and South Korea. No other action is needed. Regional age ratings appear in addition to Apple global age ratings.

Australia

A regional age rating is shown if Games is selected as the primary or secondary category in App Store Connect.

  • 15+ regional age rating: Games with loot boxes available for purchase.
  • 18+ regional age rating: Games with Frequent/Intense instances of Simulated Gambling indicated in App Store Connect.

South Korea

A regional age rating is shown if either Games or Entertainment is selected as the primary or secondary category in App Store Connect, or if the app has Frequent/Intense instances of Simulated Gambling in any category.

  • KR-All regional age rating: Apps and games with an Apple global age rating of 4+ or 9+.
  • KR-12 regional age rating: Apps and games with an Apple global age rating of 12+. Certain apps and games in this group may receive a KR-15 regional age rating from the South Korean Games Ratings and Administration Committee (GRAC). If this happens, App Review will reach out to impacted developers.
  • Certain apps and games may receive a KR-19 regional age rating from the GRAC. Instead of a pictogram, text will indicate this rating.
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WWDC24 highlights

The top half of an Apple logo, in black with glowing blue, orange, and purple edges, set against a black background.

Browse the biggest moments from an incredible week of sessions.

Machine Learning & AI

Explore machine learning on Apple platforms

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Bring expression to your app with Genmoji

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Get started with Writing Tools

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Bring your app to Siri

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Design App Intents for system experiences

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Swift

What’s new in Swift

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Meet Swift Testing

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Migrate your app to Swift 6

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Go small with Embedded Swift

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SwiftUI & UI Frameworks

What’s new in SwiftUI

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SwiftUI essentials

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Enhance your UI animations and transitions

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Evolve your document launch experience

Watch now

Squeeze the most out of Apple Pencil

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Developer Tools

What’s new in Xcode 16

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Extend your Xcode Cloud workflows

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Spatial Computing

Design great visionOS apps

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Design interactive experiences for visionOS

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Explore game input in visionOS

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Bring your iOS or iPadOS game to visionOS

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Create custom hover effects in visionOS

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Work with windows in SwiftUI

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Dive deep into volumes and immersive spaces

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Customize spatial Persona templates in SharePlay

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Design

Design great visionOS apps

Watch now

Design interactive experiences for visionOS

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Design App Intents for system experiences

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Design Live Activities for Apple Watch

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Say hello to the next generation of CarPlay design system

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Add personality to your app through UX writing

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Graphics & Games

Port advanced games to Apple platforms

Watch now

Design advanced games for Apple platforms

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Bring your iOS or iPadOS game to visionOS

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Meet TabletopKit for visionOS

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App Store Distribution and Marketing

What’s new in StoreKit and In-App Purchase

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What’s new in App Store Connect

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Implement App Store Offers

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Privacy & Security

Streamline sign-in with passkey upgrades and credential managers

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What’s new in privacy

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App and System Services

Meet the Contact Access Button

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Use CloudKit Console to monitor and optimize database activity

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Extend your app’s controls across the system

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Safari & Web

Optimize for the spatial web

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Build immersive web experiences with WebXR

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Accessibility & Inclusion

Catch up on accessibility in SwiftUI

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Get started with Dynamic Type

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Build multilingual-ready apps

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Photos & Camera

Build a great Lock Screen camera capture experience

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Build compelling spatial photo and video experiences

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Keep colors consistent across captures

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Use HDR for dynamic image experiences in your app

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Audio & Video

Enhance the immersion of media viewing in custom environments

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Explore multiview video playback in visionOS

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Build compelling spatial photo and video experiences

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Business & Education

Introducing enterprise APIs for visionOS

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What’s new in device management

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Health & Fitness

Explore wellbeing APIs in HealthKit

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Build custom swimming workouts with WorkoutKit

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Get started with HealthKit in visionOS

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