Block Bomb Chevron
3D block puzzle for iPhone and iPad. Built solo in SwiftUI and RealityKit with ARKit-powered tabletop play, custom Metal shaders, and Game Center leaderboards.
Outcomes
Shipped to the App Store
Universal iPhone and iPad build on iOS 18, end-to-end solo build.
3D in the modern Apple stack
Built in SwiftUI and RealityKit with custom Metal shaders and a first-launch shader-warmup pass to eliminate first-frame stutter.
ARKit tabletop play
Drops the entire game board onto any horizontal surface using ARWorldTrackingConfiguration with environment texturing and Apple's coaching overlay.
Game Center wired in
Leaderboards and achievements live, with persistent score state and a cascade state machine that sequences combo scoring cleanly.
The story
Block Bomb Chevron is a 3D block-placement puzzle for iPhone and iPad. Drag pieces from a three-slot tray onto a grid, trigger cascading clears, and use bombs and chevrons to break out of tight spots. Built solo in Swift, SwiftUI, and RealityKit, with an ARKit mode that drops the board onto a real-world surface so you can play it on your kitchen table.
Game design and feel
The core loop is small and tight: three pieces in the tray, place all three to refill, keep the grid clear, chase a high score. Bombs detonate in radius; chevron pieces shift the board. A cascade state machine sequences clears, scoring pulses, and refills so that even multi-step combos read as a single satisfying moment instead of a flurry.
AR mode
Tap the AR button on the title screen and the game uses
ARWorldTrackingConfiguration with horizontal-plane detection and
automatic environment texturing to find a flat surface. Apple's coaching
overlay handles the onboarding, then the first plane detected becomes the
"tap to place" target. Once placed, the same RealityKit scene that runs
on the standard view renders in AR (the controller layer is shared, so
gameplay code is identical between the two views).
Rendering and shaders
Pieces, the grid, and the title and game backgrounds are all rendered
with custom Metal shaders (BlockShaders.metal, GameBackground.metal,
TitleBackground.metal) wrapped in RealityKit CustomMaterial instances.
A shader-warmup pass runs on first launch so first-frame compilation
doesn't stutter when the player drops their first piece.
Architecture
Game logic lives in small, focused files independent of the renderer:
- Grid owns the 3D playfield state
- PieceSystem handles the three-slot tray, piece generation, and bomb/chevron injection
- CascadeStateMachine sequences clears, scoring, and refills
- ScoreSystem persists scores and posts to Game Center
- DragState / GameState / Constants / Types keep the rest of the game cleanly typed
UI is SwiftUI throughout (TitleScreen, GameScreen, GameOverScreen, SettingsScreen, SplashScreen, leaderboard views, piece tray), so the same codebase scales from iPhone to iPad without parallel UIKit work.
DSGameKit
Block Bomb Chevron sits on top of DSGameKit, Designspin's reusable in-house Swift package. BBC uses the engine-agnostic parts: the systems/runner pattern, audio and haptic managers, the Game Center wrapper, ad management, and shared utilities. The same framework also powers Clay Rush's SpriteKit build, so improvements flow across both games.
Highlights
- Released and live on the App Store
- iPhone and iPad universal build, iOS 18+
- Built solo in Swift, SwiftUI, and RealityKit
- ARKit tabletop mode with plane detection and tap-to-place
- Custom Metal shaders with first-launch warmup pass
- Game Center leaderboards and achievements
- Powered by Designspin's DSGameKit framework
Status
Live on the App Store.