Lykke Studios: 追求蓬松完美

发布: (2026年4月24日 GMT+8 21:00)
6 分钟阅读

Source: Apple Developer News

The Power of Puffies

The delightful game puffies. combines the satisfying snap of a jigsaw puzzle with the nostalgic delight of a sticker book. This 2025 Apple Design Award finalist for Inclusivity is brimming with virtual puffy stickers—the sort that ’80s kids would slap on their binders or trade at recess. Players tear open themed packs of vibrant, kitschy decals—maybe punk‑rock capybaras, maybe sporty sushi rolls—and place them on a blank sheet so everything fits without overlapping.

The stickers are rendered with such accuracy that players can almost feel the slight give of their glossy surfaces under their fingertips, and the gentle haptic “blop” that accompanies each placement is supremely satisfying. Those sensations are no accident: puffies. developer Lykke Studios spent months fine‑tuning these small moments.

Available on: iPhone, iPad, Mac, Apple TV
Team size: 8
Based in: Thailand and Cyprus

Download puffies. from Apple Arcade

“We always start with a material that we like,” says Lykke Studios founder Jakob Lykkegaard. For the company’s 2023 Apple Design Award winner, stitch., that material was thread woven into whimsical embroidery puzzles. For their 2022 Apple Design Award finalist, tint., it was watercolor paint on thick, textured paper.

When the team began brainstorming the project that would become puffies., they set their sights on a jigsaw‑style experience that would feel natural on touchscreens. Their eureka moment was landing on puffy stickers as the puzzle pieces; they’re tactile, nostalgic, and far more interesting to look at than a lone jigsaw piece.

“Because of the game physics, our first prototypes pretty much exploded,” laughs Lykkegaard.

Sticker Shock

Every one of the game’s 4,000 stickers is a 3D‑modeled object that’s beholden to the game’s physics engine—and early tests proved they did not play well together. Once the team figured out how to stop pieces from ricocheting around the virtual tabletop, they turned to the problem of what should happen when a player tries to place one sticker on top of another.

“Does it stick where it’s at? Does it slide down? And if it slides down, in what direction, and at what speed?”

They ultimately decided to have the sticker zip back to the edge of the puzzle where it came from, but “it’s not inaccurate to say we spent three months on this.” The team scrapped the entire code base and started over until it felt right.

That pursuit of perfection is threaded throughout the game’s design. The cutouts around each sticker were drawn by hand because automated tracing looked too sterile. Tilting a device causes a subtle parallax effect on a sticker’s vinyl surface, as though it were catching the light in the room. The team also iterated endlessly on snap distances—how close a piece needs to be to its proper spot before it will gently click into place when released—down to the last pixel.

“Players can feel it subconsciously,” says producer Tanin‑Andre Hohmann. “They may not know it, but they say, ‘Oh, I like this more.’ And then if you ask why, they’re like, ‘I don’t know, really. It just fits better.’”

Cactuses and Plungers

The same “best‑it‑can‑possibly‑be” philosophy extends to the game’s art. From cute cactus creatures to anthropomorphic toilet plungers, puffies. stickers are brought to life by talented illustrators around the world.

“It’s literally the artist’s art,” says Hohmann. “We wanted it as unfiltered as possible.”

The game also benefits from its home country. While Lykkegaard and many teammates hail from Europe, Lykke Studios is based in Phuket, Thailand—far from stuffy boardrooms and packed conference halls, close to a slower pace of life and easygoing creativity.

“I tend to like coming into the bubble of the Bay Area or Europe, exploring things, and leaving that bubble again,” says Lykkegaard. “And then having an unlimited amount of time to think and come up with new ideas.”

在慢节奏的心态中,这种感觉可以在谜题本身中体会到。每个贴纸‑纸张关卡都是手工精心设计的——没有算法,没有自动化。计时器和“游戏结束”画面在 puffies.; 中根本不存在,难度完全取决于玩家选择的贴纸包中有多少贴纸。为了确保在较小的设备上更大的谜题不会让玩家不堪重负,摄像机会轻柔地放大,框住当前那一小撮贴纸所在的区域。

最大化可访问性

可访问性遵循同样不妥协的逻辑。玩家可以:

  • 启用更宽松的捕捉距离
  • 切换贴纸放置轮廓
  • 使用指尖偏移选项,以适应运动功能受限或手非常大的情况

指导原则很简单:如果玩家发现了团队未曾考虑到的有效障碍,并且可以修复,团队就会添加相应的解决方案。

所有这些精心制作的代价是什么?时间。幸好,团队此前的成功让他们能够在没有严格里程碑的情况下打磨游戏。但即便如此,这值得吗?为了细致的贴合与捕捉而执着,为了调校打开贴纸包时的“撕裂”感,为了因为少数交互不够完美而抛弃大量代码?

“游戏中有很多东西是没人会看到的,我们投入精力去做,只是因为我们知道它们在那里,” Lykkegaard 说。“这让我们感到自豪。”

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