Podpocalypse: Bottom of the Bowl


Premise

Pod-pocalypse is a couch party game set in the world of Jumbo and Pea-wee, two peas in a pod who face the imminent expiration of their world as they know it. Survive waves of cosmic food storms and stay on the ground as long as you can!

Role & Scope

Co-creative director and UI/UX designer & engineer, collaborating on initial concept, level design, and world-building. I was the sole developer for gameplay mechanics and systems, and technical artist for 3D environments, and UI.

Tools

Unity 6
Adobe CC
Maya
Substance Painter

Team

Helen Zhang
Katherine Wang

Values

Play is better shared.

The outcome of each game is shaped by how players work together, not by any single player carrying the group.

Progressive discovery.

The game reveals new possibilities through play, encouraging curiosity over optimization with each round.


Case Study

Character Select Screen

Problem

Lack of clear character identity

During gameplay, players had difficulty understanding what made each character distinct, making the game’s requirement to play different characters feel unclear rather than purposeful.

ProblemImage
Without any prior context, some players couldn’t recognize their characters upon starting the gameplay.

Design Goal

Making Character Identity Legible at Selection

Introduce a character select interaction that helps players more clearly connect and inform their character choices without introducing complex stats or insinuate character-based "roles".

Still1
Load
Still1
Learn
Still1
Lock

UX Flow

Individuality

“Nutrition info” panel for each character adds fun facts and iconography to specialize characters without introducing complex roles.

InfoPanel
Randomizing character selection for players to try new characters and discover their unique traits.

UI Design/Motion

Playfullness

Interactive elements, icons, and motion design bring the character select to life, making the experience engaging and memorable.

InfoPanel

Process

Translating Layout to Experience

This character select evolved through rapid iteration between layout, interaction, and motion. Early prototypes focused on clarity and character legibility, while later explorations refined hierarchy, feedback, and world-building to make each selection feel informative, responsive, and engaging in play.

Still1
Still1

Case Study

In Game HUD

Design Goal

Designing Responsive & Readable Interfaces

Create in-game HUDs to deliver brief, and imaptful information to players without overwhelming the screen or distracting from gameplay. This focused on motion and visual heirarchy for both player-based and team-based information.

Still1
All HUDs are designed in 'areas of least action' for most clarity.
Still1
Player-based displays
Still1
Team-based interface

Player UX

Responsive Player HUDs

Player Heads Up Displays (HUDs) provide feedback on power-up status and availability through layout and distinct visual states.

InfoPanel
Use Power up
Collect new Power up
Toggle between Power ups

UI Design

Team-based Feedback

For shared information of player lives, I emphasized impactful feedback as well as passive responsiveness to the game state through glitching effects.

Impatful feedback when a player loses a life.
Subtle glitch responsiveness to game waves.

More documentation coming


Case Study

Pause and Ending Screen

Problem

Pause Removed Context When Players Needed It

Playtesting revealed that players consistently used pause as a moment to communicate and make sense of on-screen chaos, yet pausing removed the visual context they relied on to do so.

ProblemImage
ProblemImage
Our previous pause screen was prototyped to show all relevant information at the center of the screen.

Design Goal

Framing the Game State During Pause

Design a pause experience that keeps gameplay visible, allowing players to regroup and access information without breaking their connection to the action.

Still1
Immediate Actions
Still1
Present Dense Info
Still1
Capture Gameplay Data

UX Flow

Designed for Quick Scanning

Information-dense panels expand to take focus only when players choose to engage with them, allowing clarity without overwhelming the ongoing play space.

InfoPanel
InfoPanel

UI Design

Reflecting the World Back to the Player

The pause screen passively responds to the live game state, surfacing counts of on-screen obstacles so it feels like an extension of the world rather than a static overlay.

Icons

Process

Starting With Player Intent

The pause screen was shaped by a simple question: what do players need first when they pause? Every layout decision flowed from that lens, helping us focus attention without overwhelming the moment.

inuse1
inuse2
inuse3
Still1
Still1
Still1

Feature 4

Grounding the Ending in the Game World

Building on the pause screen’s live feedback, the ending screen reflects the final state of play—presenting key information clearly while the world resolves behind it.

More documentation coming