
For each its galore genres and styles, the gaming satellite has been awfully threadbare erstwhile it comes to experiences astir embroidery. That each changes with stitch., a charming transverse betwixt casual puzzler, meditative exercise, and day trade task — and arsenic cross-generational a crippled arsenic you’re apt to find.
“We pridefulness ourselves connected making games that anyone tin play,” says Jakob Lykkegaard, laminitis of Lykke Studios, the squad down stitch. “It’s important to walk the clip to marque them disposable for everyone.”

stitch. sets up embroidery-based puzzles that players implicit to decorativeness a pattern, similar an adorable penguin oregon a emotion enactment to bacon. Players swipe implicit an incredibly lifelike and beautifully textured aboveground that feels similar it’s conscionable beneath the display. There’s nary linear progression successful stitch.; challenges are presented successful the signifier of “hoops” that players tin research astatine their ain pace. And the crippled supports aggregate languages and customized accessibility tools for radical with colour blindness, debased vision, and question sensitivities.
There’s precedent for those choices. Lykke Studios’ coating puzzler tint. was nominated for a 2022 Apple Design Award successful the Inclusivity category, acknowledgment successful portion to a colorblind mode that lets players lick each watercolor-based puzzle by utilizing patterns and texture alternatively of color.

With stitch., which was built with Unity, the workplace explored accessibility features adjacent further. “Number Outlines” creates sharper and much contrasting outlines connected the puzzles’ numbers. “Big Numbers” makes them larger and easier to read. “Reduce Motion” limits abrupt movements and animations. And the left-handed mode shifts problematic UI retired of the mode for left-handed players. Lykkegaard says, “Originally, the icon indicator was really nether the manus for left-handed people. We thought, ‘That’s an contented we hadn’t considered. How tin we hole it?’”
We pridefulness ourselves connected making games that anyone tin play.
Jakob Lykkegaard, laminitis of Lykke Studios
Lykkegaard says the squad took an antithetic attack to sewing up the thought for stitch. “We physique games a small spot upside down,” helium says. “It usually starts with america falling successful emotion with immoderate worldly and gathering a crippled mechanic astir it later. We’ll spot however it feels connected instrumentality and, if it’s not working, we’ll termination the task and determination connected to different material.” For stitch., that worldly came from a serendipitous time connected societal media. “We honestly conscionable saw a station astir embroidery and thought, ‘Wow, that looks truly nice.’”

For that mechanic, the squad recovered inspiration successful an improbable analog source: a geometric grid-based puzzle crippled called Shikaku recovered successful Japanese newspapers. “We took the grid and skewed it into thing that looks bully but isn’t uniform,” helium says. “From there, we had a batch of options for however players could capable it out.”
As with tint., the squad looked to onslaught a equilibrium that would situation players without making them consciousness mislaid oregon intimidated. “We didn’t privation to marque a crippled similar sudoku wherever radical thought, ‘Oh, that’s excessively hard for me.’ But we besides didn’t privation thing that was conscionable an endless bid of careless clicks. stitch. couldn’t beryllium excessively hard for kids, but it couldn’t beryllium excessively childish either.”
It’s working. Lykkegaard has heard from 8-year-olds and 80-year-olds who’ve been drawn to the game’s approachable, accessible style. “The question is: How tin we get a subordinate to bask it, consciousness smart, and privation to unbend with the game? Once you’ve generated that feeling, players volition travel back. And we privation to marque everyone consciousness similar this is simply a crippled for them.”
Behind the Design is simply a bid that explores plan practices and philosophies from each of the winners of the Apple Design Awards. In each story, we spell down the screens with the developers and designers of these award-winning apps and games to observe however they brought their singular creations to life.