HOLD, RELEASE, WRAP

TAP TO MATCH THE PATTERN

DRAW TO CONNECT

AI GAME TEMPLATES

ROLESenior Multimedia Designer
TEAMTikTok Effect House
PERIODMay to October 2026
PRACTICE04 AI & CREATOR TOOLS

I was the first on my team to build game templates with Effect House AI. Across four of them, I worked with engineers, a PM, and design reviewers to make AI builds playable and templates easier for creators to customize.

PROBLEM
New AI-built games needed clear rules and practical creator controls.
MY DECISION
I used playable prototypes to settle gameplay and simplify customization.
SHIPPED
All four templates shipped with R&D, PM, and design review.
EVIDENCE
The first three reached 10.4M+ views in September 2026.

THE numbers

An open-mouthed orange cat from Timing Match Clear
1,777effects created

Effects made by creators using these templates.

A teal ice cream scoop from Timing Match Clear
88,107videos published

Videos published using those effects.

A yellow mango-topped dolphin tile from Timing Match Clear
10.4M+video views

Views of those videos.

September 2026 snapshot. Totals for Fruit Drama, Timing Match Clear, and Line Drawing Precision. Matching with Lines is excluded. Total views are approximate because the source figures were rounded.

THE RESULT

FRUIT DRAMA · CHOOSE THE STORY

Choose a card to change the story.

TIMING MATCH CLEAR · TAP TO MATCH

Tap at the right moment to match the target pattern.

LINE DRAWING PRECISION · HOLD AND RELEASE

Hold to grow the line, then release to wrap it around the shape.

MATCHING WITH LINES · DRAW TO CONNECT

Draw a line from each pair of eyes to its matching face.

A colleague supplied Fruit Drama’s story videos. I built the effect, synced the audio, and added portrait segmentation, with R&D helping fix the game reset when recording starts.

All four templates shipped. These are web versions of them: background images replace the camera feed, and Fruit Drama omits portrait segmentation.

THE TEAM ASKED ME
TO GO FIRST

A PM wanted a new kind of game template. Effect House AI had just connected the editor to AI coding tools like Claude Code and Codex.

The team asked me to explore the new AI connection through Fruit Drama. I brought my experience building image tools into Effect House and carried the game from prototype to release.

TEMPLATE 01 / 04 · MAY 2026

FRUIT DRAMA

I took connection and game reset problems to R&D, with a specific question each time.

PLAYABLE
About 3 days from the brief
SHIPPED
A little over a week from the brief
STEP 01

TAKE A SPECIFIC PROBLEM TO R&D

The game ran, but starting a recording did not reset the game.

I worked with R&D to establish the connection between the AI coding tool and Effect House before continuing the build.

I proposed reusing an older visual script. R&D chose a new reset implementation, and we reviewed the complete recording sequence together.

We tested the full sequence: start recording, choose a story branch, then record again.

01 · CONNECTION AND RECORDING BEHAVIOR
STATES

RECORDING AND STORY FLOW

What the published effect does at each point, and who owned it.

FRUIT DRAMA · RECORDING AND STORY FLOW
STATEINPUTFEEDBACKRESET RULEOWNER
Recording startsStart recordingThe story starts freshReset when a recording beginsR&D built the reset; I reviewed the sequence
Story choiceChoose a cardThe story follows the chosen branchReset on the next recordingI built the choice interaction and synced the story audio
Next recordingStart recording againThe story starts fresh againThe same recording resetR&D and I tested the full sequence together
TEMPLATE 02 / 04 · JUNE TO JULY 2026

TIMING MATCH CLEAR

I used a playable prototype to confirm the gameplay with the PM and decide what creators could adjust.

STEP 01

CONFIRM THE GAME

The brief read like a coloring game, so I built a playable prototype to find out what made this one different.

I asked the PM how filling and clearing should work together, then used Codex to build the prototype for the PM to play.

The PM confirmed that players had to match the target shape by timing their taps.

The dark browser prototype playing one round: a tap fills a column, a tap on the lit blade clears a row, until the board matches the goal.
01 · PLAYABLE PROTOTYPE · ONE ROUND
STEP 02

FIX THE LEVELS, THEN DEFINE THE CONTROLS

By the time the PM reported unwinnable levels, I had already fixed them.

I changed how target patterns were generated to prevent floating tiles and gaps. After the PM completed every level, we agreed to expose grid size, speed, turn order, and level progression as creator settings.

Timing exposed grid size, speed, turn order, and level progression as creator controls. In the next template, I reduced the artwork creators needed to replace.

Design mockup of the first level on a two by two board.
2×2 BOARD
Design mockup of the second level on a three by three board.
3×3 BOARD
Design mockup of the third level on a four by four board.
4×4 BOARD · DESIGN MOCKUPS · BOARD SIZE AND LEVEL PROGRESSION
TEMPLATE 03 / 04 · JULY TO AUGUST 2026

LINE DRAWING PRECISION

I reduced the artwork creators needed to replace, then reorganized the settings around their next task.

VIDEO VIEWS · SEPTEMBER 2026 SNAPSHOT
6.77M
STEP 01

STOP THE WRONG BUILD

The first build missed my design, so I stopped it and tested how the line grew and wrapped after release.

After the project lead flagged how much artwork the frog scene needed, I cut customization down to one central image.

I had the AI document the unfinished build, started a clean session, and fixed the problems one by one, from the shape to the rope.

07 · SHIPPED
The rejected build: a red line grows far from the off-center donut, wraps half way and ends at 117% FAILED.
01 · JULY 29 · REJECTED: TARGET OFF CENTER, LINE STOPS AT 117%
A square outline around the round donut, leaving empty corners.
02 · JULY 31 · EVERY SHAPE REUSED THE DONUT
The wrapped rope comes apart at the square outline’s corners.
03 · JULY 31 · ROPE BREAKS AT THE CORNERS
The held line leans off vertical at the triangle’s corner.
04 · JULY 31 · HELD LINE LEANS
On release the leftover line swings around the pizza instead of feeding onto it.
05 · JULY 31 · LINE SWINGS ROUND ON RELEASE
The line stays upright and feeds onto the pizza in one smooth stroke.
06 · AUGUST 4 · LINE FEEDS ON IN ONE STROKE
STEP 02

MAKE THE IMAGE FIT THE GAME

Testing a new image exposed a missing mask, so I made four reusable shape masks.

I generated an orange in Effect House to test the image swap.

The masks let creators replace the artwork without redrawing the game outline.

The orange generated inside Effect House.
ARTWORK · GENERATED ORANGE
The circle mask I made.
MASK · MY CIRCLE MASK
A preview rendered with the shipped mask logic: an orange inside a circular mask with a smooth outline and a star marking the start.
RESULT · SHIPPED MASK AND OUTLINE
An orange inside the circle mask, wrapped by a full yellow rope.
CIRCLE · ORANGE
A sprinkled cookie inside the square mask, wrapped by a full yellow rope.
SQUARE · COOKIE
A pizza slice inside the triangle mask, wrapped by a full yellow rope.
TRIANGLE · PIZZA
A watermelon slice inside the semicircle mask, wrapped by a full yellow rope.
SEMICIRCLE · WATERMELON · FOUR SHAPES CREATORS CAN USE
TEMPLATE 04 / 04 · AUGUST TO OCTOBER 2026

MATCHING WITH LINES

When a senior review reopened the direction, I rebuilt the game around clearer rules.

STATUS
Shipped
DEFAULT
Five pairs, 15 seconds
STEP 01

DEFINE THE GAME BEFORE REBUILDING

A later review with a more senior design lead reopened the gameplay direction. I defined the matching rules before rebuilding.

I had refined the animal build through reviews with my design lead and addressed issues from a self-check against our template standards, and it was ready for testing.

I next explored emoji matching, but questions about showing six targets at once prompted me to reconsider the interaction before developing more visuals. Using the lead’s framework for the hook, interaction, progression, and payoff, I settled on connecting eyes to faces across two columns.

I translated that decision into a specification covering matching rules, line behavior, pair count, and round length, then started a new build.

The animal build: eyes are dragged onto six animal cards; a wrong drop shakes and snaps back before the Matched! screen.
01 · ANIMAL BUILD · DIRECTION REOPENED IN SENIOR REVIEW
The emoji design: drag emoji eyes onto the matching faces.
02 · EMOJI DESIGN · REVIEW: MUST ALL SIX TARGETS BE VISIBLE?
A design with eyes on the left, faces on the right, and a title in a hand-drawn style.
03 · AGREED GAMEPLAY · CONNECT EYES TO FACES
04 · SHIPPED · FIVE PAIRS, 15 SECONDS
STEP 02

MAKE THE LINES FEEL HAND DRAWN

With every line on the same curve, the lines ran parallel and looked mechanical, so I asked for each line to bend differently.

I shared a curve reference and checked each revision in the game, with all the pairs connected.

Three yellow lines bend with the same curve, two of them almost parallel.
BEFORE · ONE CURVE FOR EVERY LINE · SEPTEMBER 23, 18:03
Five yellow lines cross the board, each with a different bend.
AFTER · EACH LINE BENDS ITS OWN WAY · 18:08 THE SAME DAY
In the shipped game, all five pairs are joined by lines that each curve differently, and the last matched emoji pops large in the middle.
SHIPPED · ALL FIVE PAIRS CONNECTED

THEN THE TEAM FOLLOWED

STEP 01

HELP THE NEXT DESIGNER THROUGH

By October, four of us had made 23 templates with Effect House AI.

When another designer also could not tell whether the AI tool was connected, I reported the repeated problem to the tool team: community creators would face it too. The tool team added a visible connection indicator.

R&D wrote the setup guide and ran a workshop; I answered teammates’ setup questions and raised designers’ questions during the workshop.

Part of the team’s template list, including Line Drawing Precision and Matching with Lines.
01 · PART OF OUR TEAM’S TEMPLATE LIST · CAPTURED NOVEMBER 1, 2026
A SMALL CASE
LEARNING TOGETHER
This was not the first time I helped a team learn a new tool. In 2023, I started Effect House learning sessions with an interactive engineer, built around real projects.

Going first meant turning each blocker into a specific question, then working with R&D to carry the template through to release.

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