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Rooms at the top: How this ADA-winning team built a title that defies description – Discover

Rooms at the top: How this ADA-winning team built a title that defies description – Discover

Posted on April 27, 2026October 10, 2026 By Muhammad Safdar No Comments on Rooms at the top: How this ADA-winning team built a title that defies description – Discover
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Everything you need to know about rooms at the top how this.

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Ask Jason Toff whether his Apple Design Award winner is a game or an app, and his answer is yes.

“There’s no one-sentence description for Rooms, and that can be a blessing,” laughs Toff, CEO and head designer of Things, Inc. “It’s not entirely a game, and it’s not entirely a tool. It’s more like a toy.”

It’s also a blank canvas, cozy game, coding teacher, and social network — but we’re getting ahead of ourselves. At its heart, Rooms is a collection of user-generated 3-D spaces that feels like the open-ended world of the early internet. Start with an empty room or existing template, then fill it with an array of voxel decorations, items, pets, and avatars to create whatever space you like: a college apartment, medieval castle chamber, floating fantasy realm, pirate ship, or a Weezer concert (really), to name just a few. The only limits are the room’s boundaries — and Rooms fans have even gotten around those. “Our 404 page is a room with no walls,” Toff says, “so people just started copying it to work around the constraint.”


ADA FACT SHEET

A screenshot from Rooms, showing a cluttered dorm room in voxel-art style. A loft bed, bookshelf, and assorted books and decorations can be seen in the room.

Rooms

  • Winner: Visuals and Graphics
  • Team: Things, Inc.
  • Available on: iOS, iPadOS
  • Team size: 4

Learn more about Rooms

Download Rooms from the App Store

In fact, that community element is a strong point: This creative tapestry of quirky games, tranquil havens, and clever ideas has been conjured by real people, which makes Rooms a social network as well. What’s more, users can click on each item to reveal its underlying code, offering them more options for customization.

To create Rooms — which, incidentally, won the ADA for Visuals and Graphics in games — Toff and cofounders Nick Kruge and Bruno Oliveira threw themselves back into their childhoods. “I was obsessed with Legos as a kid,” says Toff, not unexpectedly. “I found myself wondering, ‘What’s the digital equivalent of that?’”

A screenshot from Rooms, showing a bowl of ramen on a table in a restaurant. Around it are other bowls and a tray of toppings.

Rooms isn’t just about rooms; creators have plenty of ways to noodle on their ideas.

Drawing on that inspiration — as well as Toff’s experiences with Kid Pix on his dad’s 1989-era Mac — the Rooms team began envisioning something that, as Oliveira says, kept the floor low but the ceiling high. “We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms,” he says, “and that meant making something free-form and creative.”

It also meant building something that gave a sense of approachability and creativity, which led them right to voxels. “Blocks have a charm, but they can also be kind of ugly,” Toff laughs. “Luckily, Bruno’s were cute and soft, so they felt approachable and familiar.” And from Oliveira’s side, blocks offered a practical value. “It’s much easier to do 3-D modeling with blocks,” says Oliveira. “You can just add or remove voxels whenever you want, which lowers the bar for everyone.”

We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms, and that meant making something free-form and creative.

Jason Toff, CEO and head designer of Things, Inc.

Rooms launched in 2023 as a web-based app that included 1,000 voxel objects and allowed users to write their own code. It gained traction through both word of mouth and, more directly, a video that went viral in the cozy-gaming community. “All of a sudden, we had all these people coming,” says Oliveira, “and we realized we needed to prioritize the mobile app. Nick was like, ‘I think we can get feature parity with desktop on the iPhone screen,’ and we basically pulled a rabbit out of a hat.” Today, the vast majority of Rooms users are on mobile, where they spend the bulk of their time editing. “We were just shocked by how much time people were spending making rooms,” he says. “These weren’t quick five-minute projects. We did not anticipate that.”

A rendering of the Things, Inc., offices in Rooms style. In the illustration, three voxel-art people sit at computers in a corner offices with windows overlooking a city.

Of course the Things, Inc. team rebuilt their own offices in Rooms.

All that building fed into a social aspect as well. Toff says most of the items in Rooms are now created, edited, and amplified by lots of different users. “Here’s a good example: We have a sway effect that makes things wave back and forth a little,” he says. “Someone realized that if they put some branches on a tree and added that effect, the tree immediately looked alive. Now everyone’s doing that. There’s a real additive effect to building in Rooms.” Today, the Rooms library contains more than 10,000 items.

There’s a lot of power under the hood, too. “Rooms uses a Lua scripting language that runs in a C++ context,” says Oliveira, “so it’s kind of Lua, encased in C++, encased in Unity, encased in iOS.” Every room, he says, is a new Unity instance. And adding native iOS elements — like sliders on the Explore page and a bottom navigation — gives what he calls the “design chef’s kiss.”

An early prototype of Rooms that shows a corner living room with blue walls and a blue floor. An orange ball sits on the floor, and a purple couch and lamp with yellow shade can be seen.

An early sketch of Rooms shows how the room design came together early in the process.

Like its community, the Rooms team is used to moving fast. “One day I said, ‘It would be cool if this had a D-pad and A/B buttons,” says Toff, “and about 10 hours later Bruno was like, ‘Here you go.’” On another lark, Toff mentioned that it would be fun to let users fly around their rooms, and Kruge and Oliveira promptly created a “camera mode” that’s come to be known internally as the “Jason-Cam.”

That’s satisfying to a team that simply set out to build a cutting-edge plaything. “We always had this metaphor that Rooms was a swimming pool with a shallow side and a deep side,” says Oliveira. “It should be fun for people dabbling in the shallow side. But it should also be amazing for people swimming in the deep end. If you just want to look at rooms, you can. But you can also dive all the way down and write complicated code. There’s something for everyone.”

Meet the 2024 Apple Design Award winners

Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.


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More on rooms at the top how this

Stay tuned for updates on rooms at the top how this as the story develops. Related: TCL SQD Mini-LED: Prime Day TV Guide.

Rooms at the top how this: Key Details Explained

Rooms at the top: How this ADA-winning team built a title that defies description – Discover — let’s break down what actually matters here. This one stands out because it touches the things buyers care about most: performance, features, and value for money. If you’re comparing options right now, it’s worth keeping on your shortlist.

Looking at the bigger picture, this fits into a wider trend where brands compete harder with every release cycle. Expect more details to surface as things develop, including confirmed specifications and pricing from official sources.

Should You Keep Following This?

If you follow mobile tech closely, the answer is yes. Developments like this could influence your next purchase decision, so it’s worth tracking. Bookmark this page — we’ll keep the coverage fresh as the story evolves.

Frequently Asked Questions

What is Rooms, the Apple Design Award winner?

It is a collection of user-generated 3D spaces. As its creator puts it, it is not entirely a game and not entirely a tool. It is more like a toy, and also a blank canvas, cozy game, coding teacher, and social network.

Who made Rooms?

Things, Inc., a four-person team led by CEO and head designer Jason Toff.

What platforms is Rooms available on?

iOS and iPadOS.

What is Rooms' 404 page?

It is a room with no walls. Fans have copied it to work around the constraint of room boundaries.

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