Project Overview

Bloops is a 3D top-down puzzle game where players redirect bubbles from a soap dispenser to a drain using various interactable objects. My role focused on creating all of the game’s menus and UI behavior, ensuring that every screen reflected the game jam’s bubble theme while maintaining readability and functionality.
UX/UI Design
Main Menu

The main menu was designed to feel lively and immersive from the start. To achieve this, I implemented a parallax effect that moves UI elements like buttons and foreground bubbles relative to the mouse position. This gives the screen a sense of depth and motion that matches the bubbly theme.

Additionally, I created multiple particle systems that continuously spawn animated bubbles across the screen. I adjusted the emission direction so bubbles drift toward the edges of the screen rather than blocking the menu buttons.
Purpose
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Create an immersive and lively first impression.
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Reinforce the game jam’s theme using motion and parallax.
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Keep UI clear and readable despite particle effects.
Technical Implementation
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Implemented parallax behavior by interpolating transform offsets based on mouse position and a multiplier.
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Built the bubble particles using Unity’s particle system and special properties like shape, noise, texture sheet animation,
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Added dynamic pause and unpause features when new menus appear on screen.
Pause Menu

The pause menu keeps the interface simple and direct to minimize distraction during gameplay. It includes standard actions like Resume, Options, Main Menu, and Quit. I added confirmation popups for returning to the main menu and quitting to prevent accidental actions.
Purpose
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Provide a clear, uncluttered pause state.
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Prevent progress loss through confirmation prompts.
Technical Implementation
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Built instantiable menu and confirmation panels using prefabs for reusability.
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Managed time scale and audio pausing when menus are open,
Options Menu

I was responsible for the entire functionality of the options menu, which includes resolution dropdown, fullscreen toggle, and individual sliders for master, music, and SFX audio channels. The challenge was integrating these mechanics cleanly with the art team’s stylized assets while maintaining visual clarity and technical consistency.
Purpose
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Give players easy access to display and audio options.
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Integrate art assets seamlessly without compromising legibility.
Technical Implementation
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Linked volume sliders to the audio mixer’s exposed volume parameters for live feedback.
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User serialized player preferences to save player settings.
Tutorial Sequence

The tutorial sequence was designed to introduce the game’s mechanics in a friendly and diegetic way. The sequence begins with an animated duck mascot waking up and talking to the player through dialogue boxes. Each screen includes a screenshot of gameplay and a short message explaining basic mechanics.
Purpose
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Onboard players naturally without feeling like a text-heavy tutorial.
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Reinforce the lighthearted, friendly tone through character dialogue.
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Use visuals to improve retention and comprehension.
Technical Implementation
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Created a dialogue manager to display and cycle through tutorial screens.
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Added the artists’ animation sequence when the tutorial scene is opened.
Design Takeaways
My main goal for bloops was to balance a fun, bubbly visual style with clear, functional interaction. By building a strong connection between art and functionality, the menus feel cohesive and alive without overwhelming the player. The end result is a UI that enhances Bloops’ playful identity while supporting quick, intuitive interactions across all screens.