
A playful 3D platformer across five storybook worlds.
Players choose one of three cats and journey from a jungle to a magma fortress, jumping, climbing, riding creatures, and facing bosses along the way.
Overview
Pawsitive is a browser-based 3D platformer with three playable cats and five storybook worlds, from Jungle Jaunt to Magma Fortress. Players jump, spin, ride a turtle, outrun boulders, and battle a boss, either exploring in Adventure mode or racing the clock in Time Trial. It plays on keyboard, gamepad, and touch.

What I did
- Interface design
- Designed the main menu, level select, cat selection, how-to-play screen, and gameplay heads-up display (HUD).
- Interaction design
- Mapped the player flow, including pause and return, and fit the game and HUD to desktop, tablet, and phone.
- Design system
- Created the warm palette, typography, and interaction states, and checked text contrast across the interface.
- Worlds
- Designed five worlds, each with its own landscape, lighting, and challenges.
- Characters & animation
- Animated the three cats, their companions, and the enemies, giving each a distinct silhouette and personality.
- Development
- Built the game to run in the browser on keyboard, gamepad, and touch.
Interface design
Menus and gameplay screens keep the next action, current choice, and progress visible.
Gameplay HUD
Seed and crate counts track progress, while the timer stays visible during play.

Main menu
A peach button gives the main action a clear visual priority.

Level select
Distinct world illustrations help players recognize and choose a destination.

Choose your cat
A highlighted card shows which cat is selected.

How to play
A dedicated screen brings the game’s controls together before play.
Interaction design
Menus branch from the main screen into play, cat choice, and level choice, and every route returns to gameplay or the menu.
Player flow
The flow connects cat selection, game modes, and world selection with gameplay.
Select a route to follow a main menu choice.
Pause and return
Pause options let players resume a run, restart the level, or return to the main menu.
Select a pause option to follow where it leads.
Wireframes
Each screen keeps its wireframe hierarchy in the finished game: a title, the main choice, then the smaller ones.



Responsive layouts
The game and its HUD keep the same layout on desktop, tablet, and phone.




Design system
Warm colors, rounded shapes, and reusable components carry the storybook style across screens.
Color palette
#343036#51474F#FFF4E1#FFC7A8#FFD49ETypography
Interaction states
Text contrast
Selection
Spacing rhythm
Gameplay design
Play moves from jumping and riding to chasing, climbing, and a boss encounter.

Jump & spin

Turtle ride

Boulder chase

Side-view climb

Magmar boss fight
Environment design
Five worlds use distinct landscapes and lighting.

Jungle Jaunt
Lantern-lit canopy

River Rapids
Floating gardens

Boulder Temple
Ancient ruins

Frostbite Peaks
Moonlit snowfields

Magma Fortress
Lava & obsidian
Character design
Playable cats, companions, and enemies use distinct silhouettes and animation to make their roles recognizable.
Playable cats
Distinct faces, animated scarves, and petal tails give each cat a recognizable personality.

Milo

Swana

Tox
Supporting cast
Creatures and mounts add movement and character to the five worlds.

















