
Steffan Glynn’s Automatoys is simply a premix betwixt a Rube Goldberg instrumentality and a boardwalk arcade crippled — and there’s a precise bully crushed why.
In 2018, the Cardiff-based developer visited the Musée Mécanique, a vintage San Francisco arcade packed with old-timey games, pinball machines, luck tellers, and assorted gizmos. On that aforesaid trip, helium stopped by an grounds of Rube Goldberg sketches that showcased leafage aft leafage of wildly intricate machines. “It was each astir the delight of the pointless and captivating,” Glynn says. “There was a batch of brainsick inspiration connected that trip.”

That inspiration turned into Automatoys, an Apple Design Award finalist for Interaction successful games. Automatoys is simply a single-touch puzzler successful which players rotation their marble from constituent A to constituent B by navigating a maze of ramps, elevators, catapults, switches, and more. True to its roots, the crippled is incredibly tactile; each power and fastener feels lifelike, and players adjacent insert a virtual coin to motorboat each level. And it unfolds to a relaxing and jazzy lo-fi soundtrack. “My little to the dependable decorator was, ‘Please marque this crippled little annoying,’” Glynn laughs.
While Automatoys’ machines whitethorn beryllium intricate, its controls are thing but. Every button, claw, and catapult is controlled by a azygous tap. “And it doesn’t substance wherever you pat — the full instrumentality moves astatine once,” Glynn says. The mechanic doesn’t conscionable marque the crippled remarkably elemental to learn; it besides creates a consciousness of discovery. “I similar that infinitesimal erstwhile the subordinate is near thinking, ‘OK, well, I conjecture I’ll conscionable commencement tapping and find retired what happens.’”

To plan each of the game’s 12 levels, Glynn archetypal sketched his analyzable contraptions successful Procreate. The ideas came accelerated and furious, but helium recovered that gathering what he’d envisioned successful his sketches proved elusive — truthful helium changed his strategy. “I started playing with shapes straight successful 3D space,” helium says. “Once a level had a satisfying form, I’d past effort to ideate what benignant of obstacle each portion could be. One cylinder would go a ferris wheel, different would go a spinning helix for the shot to climb, a quadrate sheet would go a maze, and truthful on.”

The crippled was a four-year passionateness task for Glynn, a seasoned decorator who successful 2018 near his gig with State of Play (where helium contributed to specified titles arsenic Lumino City and Apple Design Award victor INKS.) to absorption connected creating “short, bespoke” games. There was conscionable 1 catch: Though helium had years of plan experience, he’d ne'er written a azygous enactment of code. To get up to speed, helium threw himself into video tutorials and hands-on practice.

In abbreviated order, Glynn was creating Unity prototypes of what would go Automatoys. “As a designer, being capable to prototype and trial ideas is incredibly liberating. When you person those tools, you tin rapidly effort things retired and spot for yourself what works.”
Download Automatoys from the App Store
Behind the Design is simply a bid that explores plan practices and philosophies from each of the winners and finalists 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.