It's common in games to approach UX with the intent of it being streamlined, for it to be made as unobtrusive as possible. This was true for Picture Perfect too, for a while.
It started pretty simple; the goal was to create a silly painting sim.
But when I got to try out our first prototype, that's all it was, a painting sim. We might as well have cloned Microsoft Paint!
So I pitched a small change. Not to our visuals or gameplay design, but to our UX: what if the player had to manually pick up the paintbrush instead of controlling it?
It made the prototype feel clunky, silly, unrefined—perfect for an entry to a "scribble" themed game jam. Picture Perfect was a fun reminder that sometimes "bad" can be good.