PooMaster — A Casual Mobile Game
A casual mobile game where the theme was the product — and the control scheme I was afraid of turned out to be the one that worked.
Recap
- Role
- Product lead & art director
- Owned
- end-to-end product design, 0→1 — market research (product + visual) · theme, mechanics & concept · concept art & art direction · game UX · playtest design · sprint planning
- Team
- directed a 5-person cross-functional team — a 2D artist, tech artist/VFX, UX/UI designer, developer
- Duration
- ~3 months, partner-funded MVP sprint (2022–2023)
- Platform
- Mobile — one-handed, short-session
- Tools
- Photoshop · Figma · Unity · After Effects · Notion
Birds drop poo. People below are about to get hit. You slide a bucket to catch it. Built 0→1 by a 5-person team in a 3-month funded sprint: theme and art direction from market research, controls decided by playtest, and a set of moments engineered to make kids laugh out loud and share with friends. Cold-pitched to publishers — Voodoo and Azur Games both came back interested.
Problem
The casual mobile gaming space is dense — polished, and theme-safe. Market research on the kids-game landscape turned up a gap: poo was untapped territory — a theme kids find funny, with real viral potential.
The bet: humor and an off-color theme could differentiate the game and be its main hook.
The core problem: make that theme carry the entire product — without letting it cost you the audience, the feel, or the store.
What it had to hold:
- Built to be shared — manufacture emotional moments in the flow worth sending to a friend, through special features, humorous and engaging characters, and gameplay that all play on the unique off-color theme.
- Deliver an off-color theme, but store-safe — the humor (funny, not gross) for a kids audience, while staying inside store-approval limits.
- Gameplay clarity at a glance — the game loop and the theme have to read in seconds, even before any tutorial.
- One-handed, short session, near-miss tension — designed for a bus seat and a two-minute window.
- 3 months, 5 people, one playable MVP.
Research
- Market research → theme selection — scanning the kids-game landscape (themes, mechanics, session lengths, user flows), most games played it safe and a few leaned into war and combat. A poo theme that catches kids' eyes was untapped territory — the gap I chose to build the game around.
- Visual research — I catalogued how competitors deliver theme and common UI/UX components, then scoped what our game needed under the time and budget constraints. UI polish across the landscape varied widely; less-polished games still won on personality alone — and the direction I decided on was a balance between polish and fast delivery.
- Structured playtests — a group of 10 kids and a group of 15 young adults, both in the target audience, tested on the core-gesture A/B that controls gameplay and on theme appeal. The results were unmistakable: on controls, sliding to move the bucket and collect the poo beat tapping to jump it between fixed positions. On theme, the reaction settled it — they grabbed the phone and wouldn't let go, fought over whose turn it was, and laughed out loud at the poo, asking for more. That confirmed the theme was worth building around.
Design process
Built to be shared
The theme had to earn a reaction, not just a look. Each of these beats does a mechanical job and an emotional one — where the humor turns into something players feel and pass on:
- Juice — the poo is lively; splashes when it hits the bucket. Every level opens with a full-screen waterfall of poo. The poo inside the PooMachine is squishing and shifting. Real enough that a drop falling toward a person's head creates genuine tension, cartoon enough that the tension resolves as a laugh instead of a wince.
- The poo machine — At the end of each level — won or lost — a candy machine that vends poo instead of candy converts your poo into coins (currency). The currency conversion was a feature added specifically to trigger an emotional reaction as part of the core loop; staging it as a spectacle was the design decision. Usually games don't give their conversion step a screen. This one earned its screen by being funny.
- Poo share — Sometimes a poo sticker pops out of the poo machine to be shared straight to social. Three jobs in one beat: a volatile surprise that makes the machine worth watching, a collection to complete, and an organic distribution loop emphasizing the theme that costs nothing to run.
TODO(caption): Juice: every level opens with a full-screen waterfall
Lock gameplay controls by A/B playtest
The player moves a bucket left and right to catch each drop of poo. Two control options went into A/B playtests with two groups from the target audience: one of kids, one of young adults.
- A — snap points. Tap the left or right side to move the bucket between fixed positions. Old-school arcade. Two-handed. The logic: fixed spots are easier to hit, so the game is easier to learn.
- B — finger slide. The bucket tracks your finger across the screen. One-handed. Demands real precision.
I expected B's precision requirement to be the problem — the test said otherwise. Players reacted to B naturally and with an easier learning curve — the precision I'd worried about was what produced the near-miss tension the game needed.
B also fit the audience's actual context: one-handed play is what makes a game playable on a bus. I locked B right after POC and built the rest of the game on it.
TODO(caption): Option A: tap to snap the bucket between fixed points — two-handed
TODO(caption): Option B: the bucket tracks your finger — one-handed, and what the test chose
Directing the art from scratch
My research pointed to a visual style no one else owned: build the whole look around the poo — theme, characters, and feel. One of the signature moves was the birds. Instead of generic fowl, I designed cyclops-looking birds — rare in mobile — each with its own personality, behavior, and animation, aiming for malicious enemies with humorous characteristics: the congested bird, the diarrhea bird, the plain one, and so on.
I produced the concept art and core UX flows myself, then directed the team (2D artist, UX, animator, VFX), iterating on character design and UI/UX until the game looked like nothing else in its category and still read as made for its audience. The real work lived in the gap between "differentiated" and "differentiated and emotionally engaging, right for kids and young adults, gameplay clarity at a glance" — that's where most of the art-direction iteration went.
TODO(caption): Concept art, where each bird's personality got worked out
TODO(caption): The finished character it became
Final design
TODO(caption): The lobby — built around the theme rather than decorated with it
Outcome
- A playable MVP in 3 months with 5 people, pitched and scoped from scratch while the UI theme took the lead as the hook.
- The theme validated in playtests — the target-audience groups grabbed the phone, fought over turns, and asked for more. Verbal, but unmistakable: the poo theme landed.
- The controls UX decision was made on evidence — the finger-slide won the A/B test over snap-point taps, overturning my own expectation.
- Publisher interest from a cold pitch — Voodoo and Azur Games both expressed interest.
- The theme set the ceiling, too. Google Play flagged it for younger ages and it published at 13+ — above the audience it was designed for. The differentiator and the constraint were the same decision. The lesson: establish the store age-rating before art direction, not at upload.
Reflection
- Test the thing you're afraid of. My worry about B's precision was the reason to run the test, not the reason to pick A. If I'd trusted the instinct I'd have shipped the safer, flatter game.
- A theme isn't decoration — it was the product. Every craft call, from the splash to the machine to the stickers, existed to make one joke land repeatedly. Treating game feel as the delivery mechanism for the theme is what made the kids react.
- Store ratings are a design constraint, not a launch checkbox. I learned that at upload, which is too late. Where a theme lands on a rating board is now something I'd establish before art direction, not after.