All work

Own game · iOS

Flint

A merge puzzle for in-between moments: stone and wood become tools, tools become artefacts – from the Stone Age to modern times. A playground for UI, motion and 3D.

Role
Concept, game & UI design, 3D
Period
2026
Platform
iPhone · TestFlight beta
Team
Solo project (PixelCraft)

View live: pixelcraft.ms

The idea

Strike two stones, a spark appears.

On a fixed board you slide all pieces in one direction at once. Matching pieces merge into the next stage: stone becomes wedge, wedge becomes blade, blade and handle become a knife. At the end of the chain waits an artefact.

Artefacts are traded for blueprints, tribes learn new skills, and every age brings new pieces.

  • Game board with pieces, stash and progress bar The board
  • Carry Basket tool in use with hint bar Using a tool
  • New artefact drum with rarity badge New artefact
  • End of round with three stars and score End of round
Board, using a tool, a new artefact and the end of a round – every piece of feedback is readable at a glance.

Why a game?

Games don’t forgive an unclear interface.

  • Readable in a split second

    Every piece has to be recognisable instantly in a tiny space – shape, material and level at a glance.

  • Onboarding without text

    The rules reveal themselves through play. Only what can’t be discovered is explained.

  • Rewards with finesse

    Rare finds are celebrated, achievements collected, and every 14 days there’s a challenge for everyone – motivation without dark patterns.

  • 3D as a signature

    Pieces and artefacts are modelled and rendered by me – like the flint stone in the app icon.

  • Tribes overview with abilities per level Tribes
  • Blueprints with levels and equipment Blueprints
  • Chronicle with artefacts, rounds, achievements and challenge Chronicle
Tribes, blueprints and chronicle: progress that builds over many rounds – designed calmly so the board stays centre stage.