← All mechanic references

Mechanics catalog

1Creativity and PersonalizationOverview and example ↗The image becomes an independent result or appearance of the game object.8

Variants and applications

  • Free drawing. Rule: Create your own image without a required sample; the result is saved and available for viewing. Criteria: Free goal. Example status: With example.
  • Drawing on the topic. Rule: Convey a given object, situation or concept with your own drawing. Criterion: The meaning of the image. Example status: With example.
  • Character drawing. Rule: Draw a hero who then appears in the game world. Criterion: Created image. Example status: With example.
  • Design of the item. Rule: Draw a pattern, emblem or appearance of the item being used. Criterion: Created image. Example status: Design pattern.
  • Environment painting. Rule: Leave your own images on walls, floors and other surfaces of the world. Criterion: Created image. Example status: With example.
  • Level drawing. Rule: Draw the geometry of the level, which the game transforms into space available for passage. Criterion: Passability of the level. Example status: Design pattern.
  • Creating a repeatable pattern. Rule: Draw a module and make up an ornament or covering from its repetitions. Criterion: Composition. Example status: Design pattern.
  • Composition from your own drawings. Rule: Draw individual elements and assemble them into a complete scene. Criterion: Composition. Example status: Design pattern.
2Precision and reproductionOverview and example ↗The game checks whether a stroke, shape or design matches a given pattern.9

Variants and applications

  • Outline outline. Rule: Draw a line along the visible contour with a permissible deviation. Criterion: Accuracy. Example status: Design pattern.
  • Copying a sample. Rule: Repeat the visible pattern on a separate section of the canvas. Criterion: Similarity. Example status: Design pattern.
  • Drawing from memory. Rule: Reproduce the image after the sample is hidden. Criterion: Similarity. Example status: Design pattern.
  • Drawing from observation. Rule: Convey the observed object or scene by selecting essential features. Criterion: Similarity. Example status: Design pattern.
  • Connecting the dots. Rule: Connect the reference points in a given order and get an image. Criterion: Order and shape. Example status: Design pattern.
  • Calligraphy. Rule: Reproduce the sign with the given proportions, direction and order of strokes. Criterion: Accuracy. Example status: Design pattern.
  • Pressure control. Rule: Change the pressure or its equivalent to maintain a given thickness or saturation of the line. Criterion: Stroke profile. Example status: Design pattern.
  • Stroke speed control. Rule: Maintain the pace on which the score or the result of the drawing depends. Criterion: Time and movement. Example status: Design pattern.
  • Reproducing rhythm with strokes. Rule: Start, lead and complete strokes at given moments. Criterion: Rhythm. Example status: Design pattern.
3Completion and restorationOverview and example ↗The player complements, corrects or transforms an existing drawing.8

Variants and applications

  • Completion of the pass. Rule: Restore the missing part of the image so that it becomes whole. Criterion: Integrity. Example status: Design pattern.
  • Completing the silhouette. Rule: Complete the open boundary and obtain the required closed shape. Criterion: Shape. Example status: Design pattern.
  • Symmetrical finishing. Rule: Complete the drawing relative to an axis, center or other specified symmetry. Criterion: Symmetry. Example status: Design pattern.
  • Transformation doodle. Rule: Include random strokes suggested in a recognizable image. Criterion: The meaning of the image. Example status: Design pattern.
  • Correction of the drawing. Rule: Change erroneous lines or parts to meet the requirements of the task. Criterion: Compliance. Example status: Design pattern.
  • Image restoration. Rule: Restore damaged lines and paint layer, preserving the original design. Criterion: Similarity and safety. Example status: Design pattern.
  • Erasing excess. Rule: Remove only interfering elements and reveal the correct picture or answer. Criteria: Select removal. Example status: Design pattern.
  • Drawing with negative space. Rule: Create the desired image by erasing or preserving the unpainted area. Criterion: Figure and background. Example status: Design pattern.
4Paint color and behaviorOverview and example ↗The game takes into account the area, color, layers or physical behavior of the applied material.10

Variants and applications

  • Coloring within borders. Rule: Fill the areas, respecting the limits on overflow. Criteria: Coverage. Example status: Design pattern.
  • Selection of color according to the sample. Rule: Obtain and apply a shade that matches the given one. Criterion: Color similarity. Example status: Design pattern.
  • Mixing pigments. Rule: Mix paints and use the resulting color for a task or your own image. Criterion: Properties of the mixture. Example status: With example.
  • Working in layers. Rule: Apply clear or opaque layers to achieve the desired final look. Criterion: Composition of layers. Example status: Design pattern.
  • Feathering and blurring. Rule: Redistribute the already applied material, obtaining a transition or the required border. Criterion: Color distribution. Example status: Design pattern.
  • Drawing with flow. Rule: Control the result taking into account paint flow or spread over the surface. Criterion: Material behavior. Example status: Design pattern.
  • Drawing with drying. Rule: Choose the order of strokes, taking into account changes in paint over time. Criterion: Condition of the material. Example status: Design pattern.
  • Stencil painting. Rule: Align the stencil with the surface and apply material through its holes. Criteria: Alignment and coating. Example status: With example.
  • Spraying paint. Rule: Control distance, direction and duration of spray to achieve desired coverage. Criteria: Coverage. Example status: Design pattern.
  • Filling the area. Rule: Paint the required proportion or the entire available surface with minimal gaps. Criterion: Coverage proportion. Example status: Design pattern.
Context and sources: SuchArt: Creative Space
5Line as a logical solutionOverview and example ↗The solution is the geometric or topological properties of the drawn line.12

Variants and applications

  • Labyrinth by line. Rule: Connect the beginning and end without crossing walls and prohibited areas. Criterion: Passability. Example status: Design pattern.
  • Bypassing mandatory points. Rule: Draw a route through all given points. Criterion: Coverage of nodes. Example status: Design pattern.
  • Traversing the ribs with one stroke. Rule: Go through each given edge exactly once without breaking. Criterion: Edge coverage. Example status: Design pattern.
  • Connecting pairs Rule: Connect the corresponding points, observing the restrictions for the lines. Criterion: Connectivity. Example status: Design pattern.
  • Lines without intersections. Rule: Place multiple connections so that they do not intersect. Criteria: Intersections. Example status: Design pattern.
  • Separation of areas. Rule: Draw boundaries separating elements according to given characteristics. Criterion: Composition of areas. Example status: Design pattern.
  • Division into equal parts. Rule: Cut a figure with lines into parts of a given area or shape. Criterion: Geometry of the parts. Example status: Design pattern.
  • Stroke the selected set. Rule: Close the contour around the desired objects, excluding the rest. Criterion: Composition of the area. Example status: Design pattern.
  • The shortest feasible path. Rule: Find the line of minimum length when all conditions are met. Criterion: Length and restrictions. Example status: Design pattern.
  • Solution through intersections. Rule: Draw a line with a given number or location of intersections. Criterion: Topology. Example status: Design pattern.
  • Construction of a geometric figure. Rule: Draw a figure with the required angles, dimensions or aspect ratios. Criterion: Geometry. Example status: Design pattern.
  • Combination of perspective. Rule: Apply parts of the image to different surfaces so that from the desired point they form a whole. Criterion: Projection. Example status: Design pattern.
6Drawing as a physical objectOverview and example ↗The form turns into a body or structure that participates in the simulation.13

Variants and applications

  • Materialization of the contour. Rule: Transform the drawn shape into a physical body and use it to solve the problem. Criterion: Simulation result. Example status: With example.
  • Drawing a bridge. Rule: Create a support that will withstand the movement of an object through a gap. Criterion: Strength and maneuverability. Example status: Design pattern.
  • Drawing a slope. Rule: Define an inclined surface that guides movement under the influence of gravity. Criterion: Trajectory. Example status: Design pattern.
  • Drawing a counterweight. Rule: Create a load of the desired shape and position to move or balance the system. Criterion: Equilibrium. Example status: Design pattern.
  • Drawing a lever. Rule: Construct a body that transmits force through a support. Criterion: Transfer of force. Example status: Design pattern.
  • Drawing a wheel. Rule: Create a rotating body suitable for movement or mechanism. Criteria: Rotation and shape. Example status: Design pattern.
  • Drawing hinges and connections. Rule: Connect bodies into a working mechanism. Criterion: Kinematic connection. Example status: With example.
  • Drawing a rope. Rule: Create a flexible connection that holds or moves objects. Criteria: Tension and movement. Example status: With example.
  • Drawing a protective structure. Rule: Build a geometric barrier that will prevent danger from reaching the goal. Criterion: Protection in the simulation. Example status: Design pattern.
  • Drawing a working form. Rule: Create a hook, blade, wrench or other tool whose functionality depends on geometry. Criterion: Functionality of the form. Example status: Design pattern.
  • Changing the shape of the controlled body. Rule: Redraw the silhouette of your body or vehicle, changing its collisions and ability to pass obstacles. Criterion: Suitable shape. Example status: Design pattern.
  • Bringing a drawn creature to life. Rule: Draw the body and its parts from which the game gets a moving or acting creature. Criterion: Behavior of the structure. Example status: Design pattern.
  • Volume according to the drawn profile. Rule: Draw a contour, which the game turns into a volumetric body for further use. Criterion: The shape of the resulting volume. Example status: Design pattern.
Context and sources: Crayon Physics Deluxe
7Drawing as a route or control inputOverview and example ↗The line defines the movement of a creature, vehicle, projectile or performer.8

Variants and applications

  • Character route. Rule: Draw the path that the character then takes. Criterion: Achieving the goal. Example status: Design pattern.
  • A path for a rolling hero. Rule: Draw the surface directly below the moving character. Criterion: Continuity of movement. Example status: With example.
  • Guidance of transport. Rule: Assign a landing, parking or delivery trajectory. Criterion: Accuracy of arrival. Example status: Design pattern.
  • Coordination of multiple routes. Rule: Draw the paths of several objects so as to avoid collisions. Criterion: Space and time. Example status: Design pattern.
  • Route through rewards. Rule: Create a path that collects useful objects at an acceptable risk. Criterion: Reward and risk. Example status: Design pattern.
  • Setting the projectile trajectory. Rule: Draw the flight path of a guided projectile. Criterion: Hit. Example status: Design pattern.
  • Trajectory of a thrown object. Rule: Determine the shape of the future movement by drawing, taking into account the rules of the simulation. Criterion: Trajectory. Example status: Design pattern.
  • Line movement programming. Rule: Draw a route with stops and commands, which the agent will then execute. Criterion: Execution of the program. Example status: Design pattern.
8Networks, flows and connectionsOverview and example ↗What is important is not the recognition of the drawing, but what exactly the strokes connect.7

Variants and applications

  • Drawing an electrical circuit. Rule: Connect the elements with conductors so that the power reaches the necessary devices. Criterion: Operability of the circuit. Example status: Design pattern.
  • Drawing a water pipeline. Rule: Build a channel that directs fluid to the target. Criterion: Fluid flow. Example status: Design pattern.
  • Drawing air flow. Rule: Define a jet or field that moves objects. Criterion: Movement of the medium. Example status: Design pattern.
  • Drawing roads. Rule: Connect places with a road network, taking into account accessibility and load. Criterion: Connectivity and capacity. Example status: Design pattern.
  • Drawing transport lines. Rule: Connect stations with routes that provide transportation. Criterion: Delivery and load. Example status: Design pattern.
  • Drawing signal connections. Rule: Connect sensors, switches and actuators for the desired reaction. Criterion: Signal logic. Example status: Design pattern.
  • Drawing light guides. Rule: Draw reflective or conducting lines that deliver light to the receivers. Criterion: Optical path. Example status: Design pattern.
9Changing World PropertiesOverview and example ↗A paint or stroke changes the rules of behavior of an existing surface or object.11

Variants and applications

  • Paint activation. Rule: Paint over an object or area to enable its function. Criterion: Condition of the object. Example status: With example.
  • Opening the paint passage. Rule: Apply paint in the right place to gain access to a new area. Criterion: Accessibility. Example status: With example.
  • Applying a slippery coating. Rule: Change friction on selected areas of the surface. Criterion: Dynamics of motion. Example status: Design pattern.
  • Applying a sticky coating. Rule: Create areas of sticking or fixation of objects. Criterion: Cohesion. Example status: Design pattern.
  • Application of elastic coating. Rule: Turn the selected surface into a source of rebound. Criteria: Impulse. Example status: Design pattern.
  • Drawing a danger zone. Rule: Apply material that causes damage or makes the area impassable. Criterion: Danger. Example status: Design pattern.
  • Drawing fertility and growth. Rule: Mark the places where plants appear or grow. Criterion: Development of the environment. Example status: Design pattern.
  • Drawing a field of forces. Rule: Set with a stroke the area and direction of attraction, repulsion or other force. Criterion: Vector field. Example status: Design pattern.
  • Erasing matter. Rule: Remove part of the game geometry with strokes, creating a passage or changing the design. Criterion: Changing the geometry. Example status: Design pattern.
  • Restoring an object by completing the drawing. Rule: Complete the missing part of the game object, restoring its function. Criterion: Operability of the object. Example status: Design pattern.
  • Color is like a rule switch. Rule: Recolor an object in a color that determines its identity, interaction, or behavior. Criterion: Color state. Example status: Design pattern.
Context and sources: Chicory: A Colorful Tale
10Claiming and dividing spaceOverview and example ↗A drawn boundary changes the ownership, accessibility, or state of an area.6

Variants and applications

  • Capture of a closed territory. Rule: Close the line and attach the area limited to it. Criterion: Ownership area. Example status: Design pattern.
  • Attaching a trace to the base. Rule: Go out of your territory and return the line to it, completing the capture. Criterion: Closure and risk. Example status: Design pattern.
  • Catching by dribbling. Rule: Surround a moving target with a closed line to capture. Criteria: Hit inside. Example status: Design pattern.
  • Isolation of objects. Rule: Divide the space so that dangerous and protected objects are on opposite sides. Criterion: Separation. Example status: Design pattern.
  • Holding the painted area. Rule: Maintain control of the area, which opponents can repaint. Criterion: Time control. Example status: Design pattern.
  • Laying a safety boundary. Rule: Designate a contour that changes the access of creatures or the spread of a threat. Criterion: Permeability of the boundary. Example status: Design pattern.
11Combat and defense with strokesOverview and example ↗The position, direction or completion of the line directly determines the combat action.9

Variants and applications

  • Slash attack. Rule: Pass the attacking line through valid targets. Criteria: Crossing the target. Example status: Design pattern.
  • Combo with one stroke. Rule: Hit several targets with a continuous line in the desired order. Criterion: Order of hits. Example status: Design pattern.
  • Hit along the drawn outline. Rule: Designate the shape or boundary of the future affected area. Criterion: Damage area. Example status: Design pattern.
  • Painted wall. Rule: Place a line blocking the movement of opponents. Criterion: Blocking. Example status: Design pattern.
  • Painted shield. Rule: Create a barrier to intercept an attack before it hits the target. Criterion: Interception. Example status: Design pattern.
  • Reflection with a stroke. Rule: Place a reflective line with the desired angle and moment of appearance. Criterion: Angle and time. Example status: Design pattern.
  • Tying up the enemy. Rule: Circle or cross out the target according to the rule that limits its movement. Criterion: Target control. Example status: Design pattern.
  • Drawing a trap. Rule: Create a contour or sign that triggers on contact. Criteria: Trigger condition. Example status: Design pattern.
  • Destruction of the enemy pattern. Rule: Erase or break the strokes on which someone else’s attack or defense rests. Criterion: Violation of the structure. Example status: Design pattern.
12Signs, magic and recognitionOverview and example ↗The game interprets what is drawn as a sign, an object, or a sequence of commands.6

Variants and applications

  • Drawing a recognizable rune. Rule: Play a character that the game recognizes as a command or spell. Criteria: Character class. Example status: Design pattern.
  • Casting a spell. Rule: Draw a sequence of characters that combines effects. Criterion: Composition and order. Example status: Design pattern.
  • Magic gesture in context. Rule: Draw a sign over a suitable object to apply an action to it. Criteria: Sign and context. Example status: Design pattern.
  • Summoning an object with a drawing. Rule: Draw an object, after which the game recognizes its class and creates the corresponding entity. Criterion: Object class. Example status: Design pattern.
  • Drawing an elemental effect. Rule: Draw a fire, cloud or other intended image to change the situation. Criterion: The meaning of the image. Example status: With example.
  • Drawing for the recognizer. Rule: Depict a given concept so that the recognition system can recognize it. Criterion: Machine recognizability. Example status: With example.
Context and sources: Draw a Stickman: EPIC, Quick, Draw!
13Information, visibility and explorationOverview and example ↗The stroke helps to see, record, or interpret information about the game world.9

Variants and applications

  • Revealing hidden geometry. Rule: Apply paint to an invisible surface and find out its shape. Criterion: Information received. Example status: Design pattern.
  • Erasing the top layer. Rule: Clear the cover to reveal the image underneath. Criterion: Revealed area. Example status: Design pattern.
  • Glowing trail. Rule: Draw a line that illuminates the required places or maintains a landmark in the dark. Criterion: Visibility. Example status: Design pattern.
  • Mapping by hand. Rule: Draw your own map based on observations and use it for navigation. Criterion: Usefulness of the model. Example status: Design pattern.
  • Notes in the investigation. Rule: Mark evidence, connections or suspicious areas in the image. Criterion: Correctness of the annotation. Example status: Design pattern.
  • Restoring an event using a circuit. Rule: Draw the location of the participants or their movements as an answer to the problem. Criterion: Correspondence to the evidence. Example status: Design pattern.
  • Testing the hypothesis by drawing. Rule: Add a suspected detail and check if it is consistent with the rest of the information. Criterion: Consistency. Example status: Design pattern.
  • Camouflage pattern. Rule: Apply a pattern that reduces the visibility of the object for the observer provided by the game. Criterion: Detectability. Example status: Design pattern.
  • Drawn tracks and lures. Rule: Place a noticeable mark or mark to which creatures controlled by the game react. Criterion: Agent reaction. Example status: Design pattern.
14Communication and conveying meaningOverview and example ↗A drawing conveys a concept, story, instruction, or attitude to another participant or game character.9

Variants and applications

  • Guessing the picture. Rule: Draw a hidden concept that other players must name. Criterion: Human recognizability. Example status: Design pattern.
  • Conveying instructions with a drawing. Rule: Show your partner an action or procedure without words. Criterion: Follow the instructions. Example status: Design pattern.
  • Drawing from an oral description. Rule: Recreate an image visible only to the describing partner. Criterion: Coincidence of ideas. Example status: Design pattern.
  • Drawing from text and text from drawing. Rule: Alternately translate the message between the image and description. Criterion: Transmission and distortion of meaning. Example status: With example.
  • Visual associations. Rule: Create an image that connects several concepts or evokes the desired association. Criterion: Interpretation. Example status: Design pattern.
  • Image of emotion. Rule: Convey the mood, attitude or state of the character with a drawing. Criterion: Interpretation. Example status: Design pattern.
  • A story in pictures. Rule: Create a sequence of images from which others reconstruct the story. Criterion: Narrative clarity. Example status: Design pattern.
  • A hand-drawn response to the character. Rule: Express a request, decision or attitude with an image that is taken into account by the interlocutor in the game. Criterion: Reaction of the interlocutor. Example status: Design pattern.
  • Pictographic language. Rule: Create and use consistent hand-drawn signs to communicate. Criterion: Consistency of language. Example status: Design pattern.
Context and sources: Gartic Phone: How to play
15Deception, Hidden Role, and AttributionOverview and example ↗The drawing is used as evidence, disguise or a means of misleading.6

Variants and applications

  • False captions for the drawing. Rule: Come up with a plausible false signature and convince others to choose it. Criterion: Persuasiveness of the deception. Example status: With example.
  • Hiding a mandatory sign. Rule: Integrate the identification into the drawing so that it is difficult to detect. Criterion: Visibility of the evidence. Example status: With example.
  • Identification of the author from the drawing. Rule: Associate the image with the player by style or repeating characteristics. Criteria: Attribution. Example status: With example.
  • Drawing without knowledge of the topic. Rule: Draw together with knowledgeable players, trying to hide the lack of background information. Criterion: Hiding the role. Example status: Design pattern.
  • A drawn provocation. Rule: Draw a decoy or false landmark that forces the opponent to make a mistake. Criterion: Opponent's reaction. Example status: Design pattern.
  • Fake visual style. Rule: Imitate someone else's design features to influence the attribution. Criterion: Misattribution. Example status: Design pattern.
16Collaborative and competitive creationOverview and example ↗A drawing arises as a result of the interaction of several participants.7

Variants and applications

  • General canvas. Rule: Draw on the same surface at the same time, coordinating the contributions of the participants. Criterion: Joint result. Example status: With example.
  • Alternate finishing. Rule: Pass the image between players, each of whom adds a part. Criterion: Development of the image. Example status: Design pattern.
  • Drawing with hidden parts. Rule: Create separate fragments without seeing the whole work, and then connect them. Criterion: Compatibility of fragments. Example status: Design pattern.
  • Separated brush control. Rule: Distribute coordinates, movement, color or paint application between players. Criterion: Coordination. Example status: Design pattern.
  • Drawing and sabotage. Rule: Some participants create or restore the drawing, others try to interfere. Criterion: Progress of the parties. Example status: Design pattern.
  • Competition of interpretations. Rule: Depict one topic in different ways, then compare works using explicit rules or voting. Criterion: Comparative assessment. Example status: Design pattern.
  • Duel of drawn creatures. Rule: Draw competing entities and determine the winner by voting or given game parameters. Criterion: The outcome of the comparison. Example status: Design pattern.
Context and sources: Chicory: A Colorful Tale
17Animation, sound and timingOverview and example ↗Strokes indicate changes in an image or process over time.7

Variants and applications

  • Stop-motion animation. Rule: Draw a sequence of frames and obtain perceived movement. Criterion: Coherence of movement. Example status: With example.
  • Looping animation. Rule: Create frames that form a repeating cycle. Criterion: Integrity of the cycle. Example status: With example.
  • Finishing the next frame. Rule: Continue movement along the previous frame, maintaining the recognition of the object. Criterion: Continuity. Example status: Design pattern.
  • Morphing the picture. Rule: Draw states and transitions that transform one image into another. Criterion: Transformation. Example status: Design pattern.
  • Drawing a musical phrase. Rule: Set the height, duration or volume of the sound by the position and shape of the stroke. Criterion: Sound result. Example status: Design pattern.
  • Drawing the score of events. Rule: Arrange strokes on the timeline, defining the moments of game actions. Criterion: Sequence of events. Example status: Design pattern.
  • Drawing as a reproducible program. Rule: Create a system of strokes and signs that sets the rules for an automatically executed process. Criterion: Program behavior. Example status: Design pattern.
Context and sources: Drawful: Animate
18Commissions, assessment and the artist's economyOverview and example ↗The drawing is included in the cycle of requirements, evaluation, sales and development.5

Variants and applications

  • Fulfillment of an artistic order. Rule: Create a drawing according to the customer’s requirements and receive the provided reward. Criterion: Compliance with the order. Example status: With example.
  • Selling your own paintings. Rule: Draw works and sell them, supporting the game economy. Criterion: Sales and income. Example status: With example.
  • Work according to the tastes of the audience. Rule: Adjust drawings to the preferences of different customers or groups. Criterion: Audience reaction. Example status: With example.
  • Auction of drawings. Rule: Create works, evaluate their estimated value and participate in bidding. Criterion: Price and evaluation. Example status: Design pattern.
  • Exhibition and reputation. Rule: Select and submit your drawings to gain feedback, access or reputation growth. Criterion: Evaluation and development. Example status: Design pattern.

Modifiers

Total line length limit

Parameter: Resources

Paint area limit

Parameter: Resources

Stroke limit

Parameter: Resources

Limited ink supply and refills

Parameter: Resources

Limited palette

Parameter: Resources

One stroke without interruption

Parameter: Continuity

Prohibiting or allowing self-intersections

Parameter: Continuity

Mandatory loop closure

Parameter: Continuity

Specified stroke order

Parameter: Continuity

Prohibition of erasure and cancellation

Parameter: Continuity

General timer

Parameter: Time

Drawing at the same time as the world moves

Parameter: Time

Pause the world while drawing

Parameter: Time

Delayed application of a finished drawing

Parameter: Time

Lines that disappear over time

Parameter: Time

Inertia or tool vibration

Parameter: Control

Mirrored or rotated coordinates

Parameter: Control

Linked or symmetrical brushes

Parameter: Control

Tool pressure, tilt and speed

Parameter: Control

Limited length of hand or cursor movement

Parameter: Control

Hidden or briefly visible pattern

Parameter: Information

Limited view of the canvas

Parameter: Information

The invisible line to completion

Parameter: Information

Private information from different players

Parameter: Information

Recognizer's intermediate guesses

Parameter: Information

Movable or deformable surface

Parameter: Conditions

Prohibited areas and mandatory points

Parameter: Conditions

Grid, snapping and auto-smoothing

Parameter: Conditions

Different materials and line types

Parameter: Conditions

Shared or separate drawing space

Parameter: Conditions

Borderline Cases

Color by number

Conditions: Selecting a color and filling the marked areas; there may not be a free stroke.

Pixel painting

Conditions: The drawing is created by painting individual cells instead of continuous lines.

Nonograms and drawing using logical prompts

Conditions: The image appears as a result of solving a logical problem.

Turtle graphics

Conditions: The image is built by commands to the performer, and not by direct strokes.

Collage, stamps and stickers

Conditions: The image is assembled from ready-made elements.

Graffiti ready spray

Conditions: Drawing a pre-created image is different from drawing your own image.

Painting shots

Conditions: The area changes due to weapon hits; a free line is not required.

Cutting and carving

Conditions: The tool path defines the cut; the mechanics of drawing appear if the line itself is the solution.

Cleaning and scraping

Conditions: Movement reveals the surface instead of applying an image.

Sculpting and voxel modeling

Conditions: The player forms a volume, not an image on the surface.

Volumetric drawing and VR

Conditions: The strokes are located in three-dimensional space; This is a drawing extension with spatial input.

Motion trace and light painting

Conditions: The image arises from the trajectory of the body or object; belonging to drawing depends on the intention and rules of the game.

How to read the catalog

Each entry associates a player's action with an interpretation rule and an outcome. The same gesture can implement different mechanics: a circle can be a pattern, a body, a capture area, or a recognizable command. The sections overlap: the protective wall applies to both physical construction and combat. These are different entry points into the search, and not a statement about the independence of all records.

The check may consider accuracy, familiarity, geometry, simulation result, solution utility, another player's opinion, or economic outcome. In free creativity there may be no mandatory external assessment. Game examples confirm the specific behavior signed, and not the entire section or any possible options.

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

CC BY 4.0 · gamemechanics.pro contributors