Mobile games often have only a few seconds to show players what to do.
There may be no time for long tutorials, large blocks of text, or complicated instructions. Players need to understand the goal, notice the important objects, and see the result of every action almost immediately.
That makes art part of the teaching system.
Color, shape, animation, UI, effects, scale, and visual hierarchy can all guide the player without stopping the game to explain the rules.
Emin Tanlı has worked as a Game Artist and 2D Artist across several mobile game studios in Türkiye, including Rollic, Game District, Bigger Games, and Alhazen Games. His experience includes casual and puzzle games such as Wonder Sort, Kitchen Masters, and Bubble Slide.
In this interview, we explore how mobile game art helps players understand mechanics, where visual communication breaks down, and what indie developers can learn from casual and puzzle games that need to be understood almost instantly.
Main Topics:
- Mobile Game Art
- Visual Communication
- Player Onboarding
- Game Tutorials
- Casual and Puzzle Games
- UI/UX Design
- Visual Hierarchy
- Player Feedback
- Game Readability
- Player Retention
Interview With Rollic Game Artist Emin Tanlı
Q: You have worked across several casual and puzzle games. What does a player need to understand during the first few seconds?
I think the first few seconds are the most critical part of the experience. The player should immediately understand the main goal, which objects are interactive, and what their first action should be. If they stop to ask, “What am I supposed to do?”, the flow is already starting to break.
↓ Artwork by Emin Tanl

In my most recent experience at Rollic, I became even more aware of how important these details are. In mobile games, even a small moment of hesitation can affect the player’s connection with the game. Good visual communication should make the first action feel natural and guide the player without requiring a long explanation.
Q: How can an artist explain a game mechanic without using text or a long tutorial?
I think visual language can often be more powerful than text. Colors, shapes, contrast, and animation can guide the player naturally. However, it is difficult to predict exactly what emotion or action a color or a line will create, because everyone has different personal experiences with these visual elements.
That is why I prefer using familiar, universal, and iconic forms whenever possible. A symbol or visual behavior the player already recognizes can sometimes communicate an idea faster than a full sentence.
↓ Artwork by Emin Tanl


Q: What makes an interactive object immediately understandable to the player?
For me, readability comes first. A strong silhouette, familiar forms, clear materials, and subtle movement can make an object feel interactive. The visual language also needs to stay consistent. Once the player learns one rule, the rest of the game should speak the same visual language.
Q: How do you show players what is important without making the screen feel overloaded?
I usually prefer simplifying rather than adding more. The “less is more” principle is especially important in game interfaces and visual communication. The more information you show at the same time, the harder it becomes for the player to notice what truly matters.
Reducing unnecessary details, limiting the color palette, using empty space, and creating a strong visual hierarchy help important elements stand out naturally. In casual games, clarity is always more valuable than decoration.
Q: How should art respond when the player makes the correct or incorrect action?
The first goal should be not to scare, frustrate, or push the player away. A correct move should feel rewarding through animation, effects, and sound, while a wrong move should feel like a friendly warning rather than a punishment.
↓ Artwork by Emin Tanl


There is also an economic side to this. Mobile games need players to stay engaged, return to the game, and feel comfortable enough to keep playing. If the feedback feels too harsh or tiring, the player may simply leave.
So good feedback is not only about clarity; it also supports retention and, indirectly, the commercial success of the game. The game should gently say, “That didn’t work, try something else,” and guide the player forward.
Q: Puzzle and casual games often reuse similar objects across many levels. How do you keep the experience clear without making everything feel repetitive?
I think consistency is essential here. If we change familiar visuals too often, we can break the habits the player has built while playing the game. Reusing the same objects and visual rules helps communicate that everything is working as expected.
↓ Artwork by Emin Tanl

Mobile puzzle players often behave less like traditional gamers and more like app users. They rely on stable UI and UX patterns. Just as interface elements in an app usually remain the same unless there is a specific reason to change them, game objects should provide the same sense of stability.
Freshness can come from new themes, environments, color variations, and object states without changing the core visual language.
Q: What visual mistakes make mobile games harder to understand?
I think the biggest mistake is making the experience feel more demanding than it needs to be. Many mobile players turn to these games during everyday moments as a way to relax, take a break, or clear their minds. If the screen introduces new problems, visual confusion, or unnecessary complexity, the player needs extra energy just to understand and continue playing.
Puzzle games are often designed to be played with one hand, without requiring intense observation or constant concentration. They usually progress through short and immediate moments of satisfaction. This structure is also closely connected to the habits of younger generations, because mobile games have grown and evolved alongside those habits.
For this reason, excessive effects, weak contrast, similar colors, inconsistent symbols, and unnecessary details can quickly make the game feel tiring. Especially on a mobile screen, every visual element should support clarity and reduce mental effort.
Q: What can indie developers learn from mobile games about teaching players quickly?
As I mentioned earlier, consistency and low mental effort are very important. Players build habits around familiar objects, UI patterns, and visual rules, so changing them without a clear reason can create confusion.
Indie developers can benefit from treating the game more like a well-designed application: keep important elements stable, make interactions predictable, and introduce change in controlled ways.
At the same time, this can vary depending on the genre and the type of player you are designing for. Some players enjoy discovery, complexity, and learning through experimentation, while others expect an experience they can understand almost instantly.
↓ Artwork by Emin Tanl

The important thing is to understand your audience and decide how much guidance, challenge, and visual information they actually need.
Many mobile players open these games to relax, not to solve another problem in their day. Testing early, observing where players hesitate, and reducing unnecessary effort can often be more effective than adding more tutorial text.
Of course, I have not worked on an indie game yet.
Maybe with that experience, these ideas would become more mature—or I might end up changing all of them completely.
Conclusion
Mobile game art does more than make a game attractive.
It tells players where to look, what they can touch, what just happened, and what they should try next. In casual and puzzle games, these decisions are especially important because players often expect to understand the experience immediately.
Emin Tanlı’s work across mobile game studios shows why visual communication should be treated as part of game design, not decoration added at the end.
For indie developers, the lesson is practical: test whether players can understand the core mechanic without explanation, keep important objects visually distinct, make every action produce clear feedback, and remove anything that competes with the main goal.
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