Canvas is an indie game that has been in development for a while. I have been working on it for the better part of 2 years. The game utilizes some interesting paint mechanics to drive exploration.
My role as programmer encompasses scripting gameplay, programming special effects (like above), and creating development tools. The painting mechanics are largely black boxed, and utilizes unity components systems to add and remove specific functionality. One example of this is the paint drain effect above. The image above has a paintable component, a fill effect component, and a drain effect component. If the player can manage to fill most of the object it will trigger fill events. The drain effect makes this difficult as it will sap away the player's progress if they are too slow.