How The New York Times Games Team Designed and Built Vertex (2024)

Connecting the dots on game development.

How The New York Times Games Team Designed and Built Vertex (1)

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NYT Open

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7 min read

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Mar 5, 2020

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By Andrew Dore, Ashley Riccardi, Carron White and Sam Von Ehren

The game idea that would eventually become Vertex was born the weekend Sam Von Ehren moved to New York City. In the middle of unpacking, Von Ehren took a break to attend a friend’s party, where he met Deanna Destefano, one of the product designers on the New York Times Crossword app. Destefano told Von Ehren that her team was beginning to brainstorm ideas for new games, but all they could come up with were word games. “It would be cool,” she said, “if we did something with colors and shapes.”

While the party raged on, Von Ehren, a game designer by training, kept turning that prompt over in his head. How might one make a Times game without words, he wondered. When he went home, he drafted up a prototype for a game that asked players to create two triangles from four dots. The idea combined a tangram puzzle with the dots and boxes game often played on pencil and paper.

How The New York Times Games Team Designed and Built Vertex (3)

Two years later, Von Ehren had gotten a job as a game designer on The Times’s the Games team and was leading the brainstorming for new games. The team had just launched Tiles, its first non-word game, and wanted to prototype more non-word games. Von Ehren fished out the old prototype he had designed his first weekend in New York and showed it to the team.

While the team thought the game was interesting, they didn’t think solving it felt like a big enough accomplishment. The solving experience needed to feel revelatory, like the flash of insight that comes when solving a crossword puzzle.

That’s when the team had their own “ah-ha” moment: instead of centering the game around drawing triangles, they reoriented it so the shapes reveal an image when connected. As players connect the dots, the shapes fill with color, hinting at the final image. To keep players engaged and hint at the final image, the team included a clue, similar to those found in traditional crossword puzzles.

At its core, a vertex puzzle is a drawing game with a logic component. A clue adds an element of riddle to the puzzle. The team had their game concept down—and a name for the game: Vertex.

The dynamics of the game were defined, but the team still needed to know whether users would actually play it, so they built a web-based prototype with basic features and minimal design to see how users responded to the game. It was linked at the bottom of the news feed on the mobile version of the Times website for two weeks. The team tracked the number of users who played the game, how they interacted with it and whether they returned to play again. (They did.)

Armed with positive user data and the green light to build a full-fledged game, the team had to decide what the final game would look like and how it would be built.

For Andrew Dore, a product designer on the Games team, the weeks after the prototyping phase were dominated by design discovery. Because the game is a blend of geometry and low-poly art, Dore started his design inspiration there and brainstormed ways to create an engaging playing experience. The challenge for a game based on mathematics, however, is to prevent it from feeling like homework.

How The New York Times Games Team Designed and Built Vertex (4)

Games are emotional experiences created, in part, by how they look. Dore knew that simply highlighting the game’s geometry component would create a one-dimensional experience. So he started to explore how a visual narrative could convey the object of the game while elevating the experience of playing it.

Since players connect dots by drawing lines, much like stargazers might do in the night sky, Dore decided to use the visual metaphor of a constellation in the game design. Most people are familiar with the concept of drawing shapes by connecting dots, so Dore thought that leaning into this metaphor would help teach users how to play Vertex. Dore created a moodboard with examples of geometry and constellations, as well as visual references to designs that use simple shapes and color, and started working on designs.

How it feels to play a game is just as important as how it looks, especially in a digital environment. To design the feel of Vertex, Dore created a number of simple animations and prototypes.

While the dots and lines in the game are simple, it took some experimentation to decide how they should react to user actions. Dore considered whether the dots should be firmly set as if they were pins in a pinboard; or whether they should slide around as if they were on ice; or if they should float as if suspended in water. For the action of line drawing, he tested interactions that emulated wire being pulled from a tightly wound spool, and if released, the line would retract automatically.

How The New York Times Games Team Designed and Built Vertex (5)

To keep track of all of the user interactions, the team created a large diagram with every user input and possible animation. This is where the process shifted from exploring visual treatments to building out the game.

Building an interactive game can be complicated. This is especially true with Vertex, as it has numerous moving parts and points of user interaction. The game is also built for the web, which means it needs to work on a variety of screen sizes, from desktop to mobile. The front-end engineering team, made up of Ashley Riccardi and Carron White (with some help from Greg Skiano), decided to build the game using HTML Canvas because of its drawing capabilities.

The beginning of the development phase raised a user experience issue: on small devices, some dots appeared so close together that users couldn’t access them. The engineering team realized that Vertex needed pinch and zoom capabilities. Since they were using HTML Canvas to build the game, the team tried the built-in Canvas functions for transforming and translating the interface. This worked to a point, but didn’t provide the control they wanted users to have when navigating the interface and it negatively affected other features in the game.

The team opted to build their own zoom and pan functions. When users zoom in the game, the functions calculate how large each shape on the screen should be and they redraw the shape; the same thing happens when a user pans. This functionality became the technical foundation for the rest of the game.

Just as Dore considered how the game feels in his designs, the engineers factored “game-feel” into their development process. With so many points, lines and triangles on the page, performance was being negatively impacted and it didn’t feel good.

Initially, they drew all of the shapes on a single canvas element. This meant that anytime a user drew a line from one point to another, every single shape (which could amount to hundreds on certain puzzles) had to be redrawn. And since this would happen anytime a user’s cursor moved while drawing, this could mean redrawing hundreds of shapes, possibly hundreds of times over the span of a few seconds. The game felt laggy.

To fix this issue, the engineers separated elements onto different canvases and layered them on top of one another. The triangles are on one canvas, completed lines on another and the points on a third. These three layers are topped by a blank canvas that renders the line that is actively being drawn. This protects the other elements while the user is drawing the line. Once a shape has been successfully created, the line and triangle are added to their respective canvases. No clearing or redrawing required.

In the end, this amounts to a game that doesn’t weigh down a browser and feels good to play.

How The New York Times Games Team Designed and Built Vertex (6)

Since launching Vertex, the team has learned a few things: namely, that building a game as interactive as this one was really hard. But as they rose to the challenge, they created a strong technical foundation that will allow them to experiment with other visual game ideas in the future.

They also have some post-launch improvements queued up: they intend to improve the touch experience on mobile and implement new design features such as UI color themes that enhance the solving experience and additional animations.

Check out Vertex here.

How The New York Times Games Team Designed and Built Vertex (2024)

FAQs

How does vertex work NY times? ›

Vertex is a puzzle logic game, where players are challenged to connect vertices in order to formulate triangles and create an image. You can choose to skip the tutorial. However, the starter pack cannot be skipped.

How to do a nyt vertex? ›

Draw lines between points to create triangles.
  1. Connect vertices to create triangles and assemble an image.
  2. The number on a vertex shows its remaining connections.
  3. Triangles will fill in if they are correct.
  4. Double tap a vertex to clear its connections.

What is the strategy of the vertex game? ›

One of the best ways to begin a Vertex game is to start working from the edges of the puzzle, drawing lines inward and making a few connections early. Minimizing the total number of pairings in a picture right away will give you more chances to start building the foundation of the final image.

What do the numbers mean in the vertex game? ›

What Vertex actually does is slowly reveal beauty. The game starts with a few hundred tiny circles, each with a number inside, and a cryptic title on top. The number indicates how many lines radiate from that point, each connecting to the corresponding number of other points.

What is the game vertex about? ›

Vertex is a simple connect-the-dots game where the player tries to create triangles eventually resulting in an image.

What is the work of vertex? ›

Vertex Solutions specialise in providing technologists to a range of industries, including financial services, consulting, research and development ...

What game is similar to Vertex? ›

The best alternatives to Vertex are Streamline, 3dicons, and IconShock.

Where can I play Vertex for free? ›

To give it a go, players can find Vertex on the NYT Games section which is famous for other classics such as Connections, Wordle and The Crossword.

What is the longest combo in nyt tiles? ›

This is achieved by multiplying the number of layers in the tile set by the number of tiles. For most tile sets, this is 90, or 3 times 30. Since you're matching two tiles with each move, the highest possible combo on a three-layer set would be 45.

How to play New York Times tiles? ›

After viewing and considering all of the available tiles, players should try to find two tiles that have a matching element or elements that also share the same color. If a pattern between two tiles matches but is not the same color in each tile, the elements will not be removed.

How do strategy games work? ›

A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.

What is the game that uses perspective to solve puzzles? ›

Superliminal is a first-person puzzle game based on forced perspective and optical illusions. Puzzles in this game give you a sense of the unexpected. Players need to change their perspective and think outside the box to wake up from the dream.

How do you explain vertex? ›

A vertex is a point where two straight lines or rays meet. Vertices are found in angles, which are measured in degrees. They're also found in two-dimensional and three-dimensional objects where the sides or edges of these objects meet. For example, a rectangle has four vertices because it has four sides.

How do I solve for vertex? ›

We find the vertex of a quadratic equation with the following steps:
  1. Get the equation in the form y = ax2 + bx + c.
  2. Calculate -b / 2a. This is the x-coordinate of the vertex.
  3. To find the y-coordinate of the vertex, simply plug the value of -b / 2a into the equation for x and solve for y.

What is a vertex in game design? ›

A Vertex is a point in space having its own 3D position in the coordinate system and usually some additional information that defines it. Every vertex is described by these attributes: Position: Identifies it in a 3D space ( x , y , z ).

Do you have to subscribe to play Vertex? ›

Beginners can choose whether or not to play a tutorial straight away that takes them over the premise of the game. After this has been completed or skipped, non-subscribing players will be able to play 8 different starter puzzles but each daily puzzle is only accessible to NYT subscribers.

Can I share my NYTimes subscription with my wife? ›

Depending on your subscription type, you may be able to share a bonus subscription with friends and family. If you share a bonus subscription with a friend or family member, they will have a complimentary All Access subscription with their own login information to the New York Times.

How does the NYT spelling bee work? ›

Spelling Bee is a word game that challenges players to construct as many words as they can using pre-selected letters. Each word must include the center letter provided in the puzzle. An editor-curated list of words is selected for each daily puzzle.

What does a nyt games subscription include? ›

With a New York Times Games subscription, you have access to all of The New York Times Word Games and Logic Puzzles, including:
  • The Crossword - Access to the Daily Crossword puzzles the evening before their release in print.
  • The Mini Crossword.
  • Wordle.
  • Connections.
  • Spelling Bee.
  • Letter Boxed.
  • Tiles.
  • Vertex.

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