Memory Pixel

A simple grid-based memory game designed to improve short-term visual memory through interactive play. Built for casual gamers looking for quick, engaging challenges.

Timeline

Jan 2026 - Feb 2026

Role / Context

Product Designer

Leveraged Skills

Design Thinking, Vibe Coding

PREVIEW

THE IDEA

A game simple enough to pick up in thirty seconds. Interesting enough to keep playing.

This started as an experiment in vibe coding, I wanted a project I could take from idea to finished product entirely on my own. The Chrome Dino game kept coming back as a reference: one loop, endlessly replayable, zero onboarding. I wanted that same restraint but built around visual memory. Memorise a grid of tiles, recall them, repeat.

THE THINKING

After having the idea, I started thinking about how to make the game work as a system:

After the initial idea, I didn’t just start building I needed to figure out how the game would actually function as a system. That’s where the thinking got serious. I focused on several layers

PLANNING

Before writing any production prompts, I slowed down. Instead of keeping everything in my head, I used Claude to formalize the thinking.

I clarified: The core loop + supporting systems and visual direction (pixel-inspired, minimal, functional) I referenced the visual simplicity of Chrome Dino to anchor the aesthetic and used claude to create a plan.

BUILD (PROMPT-DRIVEN DEVELOPMENT)

Planning was done, I locked the scope and turned the plan into a PRD and Pasted into Lovable.

At this point, the goal was execution, not exploration. I asked Claude to turn the plan into a PRD, written in Markdown format. This document described exactly how the game should work, look and feel, I then pasted the PRD into Lovable.

Screens:

TESTING & ITERATION

Once the game was playable, I tested it by conducting two rounds of usability testing.

I ran an in-person usability test with 8–10 participants. Each person played the game without instructions while I observed how they interacted, where they hesitated, and what questions they asked. I avoided guiding them and only stepped in to understand why something felt confusing. After each session, I documented issues and grouped them by impact and urgency.

Findings & Prioritization

P0 - Must Fix

P0 - Must Fix

  1. Countdown timer hid some tiles during memorization.

  2. Some users were unsure when a round started or ended.

  3. Error feedback wasn’t clear enough after a wrong tap.

P1 - Should Fix

P1 - Should Fix

  1. Difficulty increased too quickly for first time players.

  2. The lives system felt punishing before players understood the rules

  3. Visual feedback timing felt slightly delayed.

P2 - Nice to Fix : )

P2 - Nice to Fix : )

  1. Minor UI clarity issues.

  2. Clearer progression indication.

  3. Suggestions for subtle animations and feedback.

💭

What this project reinforced…

The value of taking an idea all the way through

Slowing down before the build makes the build faster. A precise plan produces precise prompts. And unguided usability testing will always find the thing you stopped noticing because you'd seen it too many times. Next: tile customisation, refined progression pacing, and continued sound design to strengthen the feedback loop.

Next Steps...

tile customisation, refined progression pacing, and continued sound design to strengthen the feedback loop.

Let’s Work Together

If you're building something where clarity and user experience matter, I’d like to be part of it. Open to product design roles and collaborative opportunities

Let’s Work Together

If you're building something where clarity and user experience matter, I’d like to be part of it. Open to product design roles and collaborative opportunities

Let’s Work Together

If you're building something where clarity and user experience matter, I’d like to be part of it. Open to product design roles and collaborative opportunities

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