In this issue of XR AI spotlight, we take a look at Puzzling Places, one of the most successful apps on the Meta Store and learn why and how Daniel and his team embarked on a risky journey to port their app on Vision Pro. Stay til the end because we got others trying to emulate Puzzling Places' success but… Have they managed? 😉
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Interview with Daniel Sproll
What inspired you to start working on XR technology and create experiences like Puzzling Places?
Daniel Sproll: The inspiration came from a fascination with how immersive technology can transport people to different places and times. As a cognitive scientist, I was interested in how these experiences could impact perception and memory. Puzzling Places, in particular, emerged from an error in our photogrammetry pipeline that jumbled up a 3D scan. It made us think, what if people could puzzle it back together? That led us to create a game that not only entertains but also lets players explore real-world locations in a unique and engaging way.
What are the core design principles behind Puzzling Places?
Daniel Sproll: The core design philosophy is to create a relaxing, engaging, and aesthetically pleasing experience that allows players to explore and appreciate detailed real-world locations. We aim to make the game intuitive and accessible, with minimal cognitive load, so players can focus on the joy of puzzling. Sound design, user interface simplicity, and the integration of photorealistic 3D scans all contribute to this goal. Our approach is to enhance the player's sense of presence and connection to the locations they are piecing together.
How did the sound design in Puzzling Places come about, and why is it so important?
Daniel Sproll: The sound design was crucial in bringing our static photogrammetry scans to life. Early prototypes felt lifeless, so we introduced sounds that matched the environments being puzzled together. Our sound designer, Pierre-Marie, reached out after leaving Ubisoft and has been integral to our team since. He created intricate, region-based soundscapes that evolve as you build the puzzles, adding layers of immersion. The sounds aren't just background noise; they make the game feel more alive and help transport players to the locations they're piecing together ( You would need to be in VR to experience it first hand but check out this short clip below to have an impression of the ear dropping sound design).
What feedback have you received from users about the mixed reality features in Puzzling Places?
Daniel Sproll: Users have generally responded very positively to the mixed reality features. They appreciate being able to see their surroundings while puzzling, which makes the experience feel more grounded and less isolating. This is particularly important for our older audience, who enjoy being aware of their real-world environment. We've also noticed that in mixed reality multiplayer, players interact more, handing pieces to each other and working together more closely than they do in VR. This added a social dimension that we didn't fully anticipate but are thrilled to see.
How do you ensure that Puzzling Places remains engaging for long-term players?
Daniel Sproll: We continuously add new content and features. Our monthly puzzle pass subscription provides fresh puzzles regularly, and we experiment with different types of puzzles, including animated ones. We also listen to player feedback and incorporate their suggestions to improve the game. By focusing on both the quality and variety of puzzles, and enhancing the overall experience with features like soundscapes and multiplayer, we aim to keep players coming back and discovering something new each time.
Can you describe the process of porting Puzzling Places to the Apple Vision Pro?
Daniel Sproll: Porting Puzzling Places to the Apple Vision Pro was a significant challenge because we had to rethink many design assumptions. The Vision Pro is built around the idea of spatial computing rather than full immersion. We had to redesign our interface to fit this new paradigm, which involved creating a simpler, more streamlined version of the game. This included using Unity instead of Unreal because Unreal wasn't supported initially. We also had to embrace the Vision Pro's emphasis on windows and volumes, which was a departure from the full interaction we had on Quest.
What are some unexpected challenges you faced during the porting process?
Daniel Sproll: One of the most unexpected challenges was adapting to the Vision Pro's interaction model. The device uses eye-tracking and distant interactions rather than direct, hand-based interactions common in VR. This meant we had to reduce the degrees of freedom in our controls and create an interface that feels intuitive without being too simplistic. Another challenge was ensuring the game still felt immersive and engaging even with these constraints. We wanted to maintain the magic of solving 3D puzzles while fitting into the Vision Pro's design philosophy.
Why did you choose Unity over Swift for developing Puzzling Places for Vision Pro?
Daniel Sproll: We chose Unity primarily because we didn't have experience with Swift and had no mobile engineers on our team. Unity allowed us to leverage our existing knowledge and tools, making the transition smoother and less risky. While we were tempted by the potential benefits of using Apple's native tools, we decided that learning a new toolset on top of redesigning and rebuilding the game was too much of a gamble. Unity provided a familiar environment where we could focus on adapting the game to the Vision Pro's unique capabilities.
How did you manage to get featured on the Apple Store, and what impact did it have?
Daniel Sproll: Getting featured on the Apple Store was a combination of having a polished product and Apple recognizing the quality and uniqueness of Puzzling Places. We made sure our app had a strong visual appeal, with high-quality screenshots and a compelling description. Being featured had a significant impact on our visibility and downloads, as most of our clicks came from being showcased on the store’s front page and collections. This exposure is crucial, especially on a platform where discoverability can be challenging.
What advice would you give to developers looking to create content for Apple Vision Pro?
Daniel Sproll: My advice would be to really understand the Vision Pro's design philosophy and embrace it rather than trying to force traditional VR concepts onto the platform. Think about how spatial computing can enhance your content and focus on creating intuitive, low-cognitive-load interactions. Don’t be afraid to simplify your design to fit the new interaction models. Also, be prepared for a smaller initial market and budget your development efforts accordingly. It’s a great learning opportunity, and if you can align your content with the device’s strengths, you’ll be well-positioned as the platform grows.
What are some future features or updates you are planning for Puzzling Places?
Daniel Sproll: We’re constantly looking for ways to innovate and enhance the game. One area we're focusing on is making puzzles more dynamic and interactive, such as adding more animations and exploring new types of puzzles. We're also working on expanding our library with more high-profile and unique locations. Collaborations with other IPs and creators are another avenue we're exploring to bring fresh content to our players. Additionally, we’re considering expanding to more platforms beyond VR to reach a broader audience and continue growing the community.
How do you see the future of mixed reality gaming evolving?
Daniel Sproll: I think mixed reality gaming will continue to grow as more devices like the Vision Pro become available and as developers explore the unique possibilities of blending real and virtual worlds. The key will be creating experiences that make meaningful use of both realities, enhancing gameplay without feeling gimmicky. We're likely to see more social and collaborative games that leverage shared mixed reality spaces, as well as innovations in how virtual content interacts with the real world. It’s an exciting space, and I believe we’re just scratching the surface of what’s possible.
Check out the full interview right here 👇
More puzzling in Mixed Reality with Fractured
When a successful formula appears on a platform it is inevitable for teams to try add their own twist (looking at you Gorilla Tag 😅).
Fractured takes a different spin on the puzzling formula by letting the user puzzle together “simpler” 3D models and an MR-first approach. The MixRift team has also ported the title to Vision Pro and announced a pre-seed round the last August to ” revolutionize mixed reality casual gaming”.
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See you next week