Color Tile Flow

A fast-thinking puzzle game where timing, logic, and direction are everything

Color Tile Flow is a colour-matching puzzle game where players must quickly select the correct colour to clear groups of matching tiles as they move through the level. Inspired by the growing popularity of conveyor-belt puzzle games, the gameplay combines quick decisions with satisfying chain reactions.

The project was conceived as a fast-follow opportunity within an emerging genre, drawing inspiration from titles such as Pixel Flow and Arrow Out. Given the importance of readability and player decision making, the design priority was to make the core mechanics as clear and intuitive as possible. Visual theming and decorative elements were intentionally kept minimal, ensuring that colour recognition and gameplay feedback remained the focus at all times.

Contributions

  • Art Direction

  • UI & UX

  • Animation

  • Team Management


Wild Styles

While Color Tile Flow was never intended to have a strong theme, there was plenty of exploration around how the game’s tiles, effects, and UI could be presented. Early concepts drew inspiration from arcade and rhythm games, with bold colours and energetic visuals that added personality but sometimes competed with the gameplay.

As the exploration continued, each iteration became simpler and more focused. We gradually removed anything that distracted from the core puzzle experience, ultimately landing on a clean, minimal visual style that prioritised clarity, readability, and fast decision-making.


We Have a System for That

Even though the game itself is super simple, I wanted the visual design to be built on a solid foundation. Creating a lightweight design system helped establish clear rules for colours, spacing, typography, and UI components, ensuring the game felt consistent as new features were added.

Just as importantly, the system made it easier for other artists and designers to contribute without having to reinvent existing patterns. By defining these building blocks early, we could move quickly while keeping the experience cohesive and scalable.


Fast to Market, Even Faster Marketing

With the game's release moving at full speed, there wasn't enough time to bring in dedicated support from the marketing team for ASO assets. Fortunately, the design system was already in place, which made creating marketing materials a much faster process.

Using the existing visual language, I was able to quickly produce a set of app store creatives that felt consistent with the game and clearly communicated the core gameplay. It was a good example of how investing in a solid design foundation early can save valuable time when deadlines are tight.


Screenshots

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