Multiple playtest cycles completed with iterative improvements to onboarding and clarity.
Physical prototypes produced through 3D modeling and 3D printing for rapid iteration.
End-to-end system built across product, software, marketing, and hardware exploration.
Ugly Pickle is an end-to-end product that I took from concept to real use. I designed the gameplay and onboarding for fast comprehension, built a system that stays consistent across physical components, companion apps, and marketing, and validated decisions through repeated playtests focused on where players hesitated, misread state, or got stuck. The companion apps are live on iOS and Android, and the physical game has gone through multiple prototype cycles using 3D modeling and printing to iterate quickly.