Vira Games · Puzzle · 2024
Thirty-plus puzzle shapes, and the whole game still fits in 47 MB.


A jigsaw where a silhouette board sits at the top of the screen with coloured dots telling you which piece belongs where, and a basket of chunky three-dimensional pieces sits below it.
Content pipeline
Modelling thirty-plus puzzle shapes by hand was not affordable. Instead the designer drew a single square figure out of cubes, sixteen by sixteen or thirty-two by thirty-two, and painted a texture over it.
My tool read that texture pixel by pixel, decided which squares were live, and joined them into puzzle pieces.
Content became a picture rather than a model, which is why a game with that many distinct shapes still ships in forty-seven megabytes.
Touch
The difficult part was never the shape generation. It was touch.
A piece has to feel right while it is being dragged, snap onto the board when it is close enough to the right place, and behave sensibly while sitting in a crowded basket with dozens of other pieces.
That last one bit back: a pile of physical bodies in a tight container is unstable, and pieces would occasionally launch themselves out of the basket.
I built this one end to end — gameplay, menus, progression, shop, skins, tutorial, ads and store builds. These are the parts worth naming.