Sushi Flow

Sushi Flow - Stack, Slide & Serve the Perfect Bento Box.

This game built on the core learnings from Color Tile Flow, applying them to a new theme inspired by two things people already love: conveyor belt gameplay and sushi. The combination felt like a natural fit, pairing the satisfying flow of the mechanics with a theme that is instantly recognisable, colourful, and full of visual appeal.

Because the game screen was already packed with detailed sushi artwork and constant conveyor movement, the UI needed to take a more restrained approach. I opted for a clean, minimal graphic style that prioritised readability and clarity, ensuring players could quickly process information without feeling overwhelmed. By keeping the interface simple and focused, the gameplay remained easy to follow while the sushi visuals took centre stage.

Contributions

  • Art Direction

  • UI & UX

  • Animation

  • Team Management


Humble Beginnings

At the start of the project, we only knew a few things for certain: the game would feature sushi, a conveyor belt, and a central collection area where players would build their orders. With those simple ingredients in place, the early concepts focused on quickly visualising the idea so the team could align around the gameplay and discuss different possibilities.

As development progressed, each iteration added more clarity and purpose. What began as rough layouts and exploratory images evolved into a more refined vision, with stronger composition, clearer gameplay communication, and a growing sense of personality.


Yummy Research

One of our goals was to include around 100 unique sushi variations, giving players a wide range of ingredients and combinations to see as they progressed through the game. To achieve this, we broke each sushi type down into its individual components, allowing us to mix and match ingredients to create a large variety of sushi from a relatively simple system.

Working closely within the art team, we explored different combinations and visual treatments before handing them off to the 3D artists. The result was a library of sushi models that looked delicious, felt distinct from one another, and remained performant enough to support the fast-paced gameplay and large number of on-screen elements.



Screenshots

Team Credits:

Associate Lead Artist: Josu Nanclares

Senior Artist: Bruno Pavao De Oliveira

3D: Nuria Alvarez-Comet

3D: Pau Puig

A very flat design system

Like our other rapid-turnaround projects, I wanted to make sure we established a solid design system before launch. Even though speed was a priority, investing time in the foundations meant we would be in a much stronger position to scale the game, add new features, and iterate on the experience without creating unnecessary design debt.

By defining clear rules for all components, we were able to move quickly while maintaining consistency across the product. It also made collaboration easier, giving artists a shared framework to work within as the project evolved.

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