INTERACTIVE GAME DESIGN

Floss Boss

ASSET CREATION

UI/UX

INTERACTION DESIGN

Floss Boss is a interactive game and Alt Ctrl Finalist at GDC 2026 involving a comically oversized Toothbrush and Flosser to help combat bacteria from destroying the teeth.

Timeline

8 Months

Software

Figma, Rive

Created

Aug 2025

Square

Project Overview

Overview

This project began as a senior capstone for Imagine RIT, bringing together six designers and four developers to create an interactive game using an alternative controller. In Floss Boss, players take the role of a shrimp cleaning a monster’s teeth with a giant toothbrush and flosser, creating a fun and engaging experience for all.

My Role

As Lead UI/UX Designer for Floss Boss, I crafted an intuitive, accessible interface that guided players through the game with clarity. I also developed the branding, visual style, created key assets, ensuring a consistent and engaging aesthetic across both the UI and gameplay.

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ALT CRTL GDC

GDC Submission Video

Our submission video for Floss Boss earned the game a spot in ALT CTRL at GDC 2026. Out of all entries, we were selected as one of 20 finalists, giving us the opportunity to showcase our interactive game and unique controller design to industry professionals at the conference.

Initial Ideation

Creating the Idea

For this project, we wanted to create an immersive experience that people of all ages could enjoy. Early ideas included placing the player inside a giant mouth, exploring concepts from human to monster to alien. We ultimately settled on a lake monster, with the player taking on the role of a shrimp cleaning its teeth a concept inspired by real life crustaceans that clean fish teeth.

MoodBoard

We aimed for a playful, storybook-like feel to set the tone. The environment was designed to feel immersive, as if the player is underwater in a lake, using a green-yellow tint to reinforce the atmosphere. We also created simple vector art and playful characters to ensure the experience was engaging and accessible for all age groups.

Style Guide

Sketches

Initial Variations

Initial Logo Design

We aimed to create a logo that directly connected to the game and reflected its name. I began by iterating on multiple concepts and ultimately developed a design that transforms the “F” into a flosser, visually tying it to the gameplay.

Initial Character Design

While designing the characters for this project, I focused on maintaining a simple, vector-based style while exploring different ways to portray each creature. This process involved significant trial and error, experimenting with form and expression before refining and solidifying the final character designs.

Initial UI Designs

I was responsible for designing three main screens: the start, gameplay, and end screens. These initial designs established the overall layout and visual direction of the game, including key UI elements such as the points system, timer, and a final score screen.

Initial Variations

Initial Character Design

While designing the characters for this project, I focused on maintaining a simple, vector-based style while exploring different ways to portray each creature. This process involved significant trial and error, experimenting with form and expression before refining and solidifying the final character designs.

Initial UI Designs

While designing the characters for this project, I focused on maintaining a simple, vector-based style while exploring different ways to portray each creature. This process involved significant trial and error, experimenting with form and expression before refining and solidifying the final character designs.

Initial Ideation

MoodBoard

We aimed for a playful, storybook-like feel to set the tone. The environment was designed to feel immersive, as if the player is underwater in a lake, using a green-yellow tint to reinforce the atmosphere. We also created simple vector art and playful characters to ensure the experience was engaging and accessible for all age groups.

Style Guide

Sketches

Creating the Idea

For this project, we wanted to create an immersive experience that people of all ages could enjoy. Early ideas included placing the player inside a giant mouth, exploring concepts from human to monster to alien. We ultimately settled on a lake monster, with the player taking on the role of a shrimp cleaning its teeth a concept inspired by real life crustaceans that clean fish teeth.

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