Vira Games · Simulation · 2025
A makeover game carrying more sprites than the device had memory for.


A makeover game about building an eye. You paint the iris by radius, smudge the colour outward to make it read as an iris, then move on to the pupil and to effects. The whole game is user interface.
The iris
The player drags a pencil from the centre of the eye outwards and the colour has to spread.
Four things had to be true at once: the colour genuinely deforms, the length of the smudge stays under control, the input is read as a direction rather than a tap, and the result matches what the producer and the game designer pictured.
Shaders would have given the best-looking answer, and I could not find a way to marry them to reading player input and deforming the image in parts. So I dropped them.
What shipped uses the deformation tool of an asset that already knew how to stretch colour, driven by hidden tweens and points across the eye: the input direction picks the animation, the speed of the input drives how far it plays.
Custom eye effects went the other way and were done in shaders, with their cost watched on the target device.
Volume
Because the game is entirely UI, everything that happens has to be animated by hand — there is no world to carry motion for you.
That meant a system for switching windows and moving between the stages of painting an eye, and a large amount of animation work behind it. Not hard, but it was most of the project.
I built this one end to end — gameplay, menus, progression, shop, skins, tutorial, ads and store builds. These are the parts worth naming.