Podpocalypse:
Bottom of the Bowl

A local couch party game about the end of the world.


Role

Creative Director
UIUX Designer
Solo Dev

Skills

UIUX
Motion Design
Design Systems
Art Direction
Development

Duration

Jan 2025 - Dec 2025

Team

Helen Zhang
Katherine Wang

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!

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

Unclear 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.

Characters without identity

Without prior context, some players couldn't recognize their characters upon starting.

Design Goal

Making Character Identity Legible at Selection

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

Load state

Load

Learn state

Learn

Lock state

Lock

UX Flow

Individuality

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

Info panel diagram

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

UI Design / Motion

Playfulness

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

Iconography

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.

Process 1 Process 2

Case Study

In Game HUD

Design Goal

Designing Responsive & Readable Interfaces

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

Player layout

All HUDs are designed in 'areas of least action' for most clarity.

Player displays

Player-based displays

Team interface

Team-based interface

Player UX

Responsive Player HUDs

Player HUDs provide feedback on power-up status and availability through layout and distinct visual states.

HUD diagram

Use power up

Collect new power up

Toggle between power ups

UI Design

Team-based Feedback

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

Impactful feedback when a player loses a life.

Subtle glitch responsiveness to game waves.


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.

Old pause 1 Old pause 2

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

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.

Immediate actions

Immediate Actions

Dense info

Present Dense Info

Gameplay data

Capture Gameplay Data

UX Flow

Designed for Quick Scanning

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

Instructions still
Power ups still

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.

Pause 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.

In use 1 In use 2 In use 3 Process 1 Process 3 Process 4

Feature

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.