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Turning Cat Antics into a Playable Social Media Experience

Be a cat. Cause chaos. Chase clout.

Clout & Catnip is a satirical 3D comedy game where players become a mischievous house cat, turn everyday antics into viral content, and grow their social media following.

From knocking glasses off tables to unravelling toilet paper, players explore an apartment, interact with their surroundings, and capture their most entertaining moments through TikCat, the game’s fictional social media platform.

I led the project from initial concept to a playable demo, combining game design, game UX, systems design, AI-assisted development, and iterative playtesting.

MY KEY ROLE

Solo Project Lead
Game Designer
UX Designer
Game Developer

TYPE

Independent Game
Personal Project

TIMELINE

7 Sep 2026 – Present

PLATFORM

Web Browser
Desktop

TOOLS

Godot
Figma
ChatGPT
Codex

SCOPE

Concept to Playable Demo

STATUS

Ongoing Development

Play Demo

01: THE CHALLENGE

Turning everyday cat behaviour into meaningful play

Cats are naturally unpredictable. They knock things over, squeeze into boxes, climb furniture, and create chaos without needing a reason. But what makes these behaviours entertaining to watch doesn’t necessarily make them engaging to play.

I wanted to create a game that captured the spontaneity of being a cat while giving players a clear sense of purpose, progression, and reward. The challenge was finding the right balance between free-form exploration and structured gameplay.

Cat approaches object

Cause Mischief

Strike Pose

Strike a Pose

TikCat

Chase Clout

02: EXPERIENCE DESIGN

From Cat Antics to Internet Fame

I wanted players to feel free to act like a cat, but without losing sight of their purpose. The challenge was connecting spontaneous exploration with a structured gameplay loop that made each discovery feel rewarding.

Rather than assigning traditional missions, I designed the experience around a simple idea: everyday mischief could become social media content.

Designing for Different Types of Mischief

Not every cat behaviour feels the same. Some moments are adorable, others are playful, and some are outright destructive.

I organised content opportunities into three categories to give players a variety of experiences while establishing a foundation for the game’s content discovery system.

Cosy Trend Modal
Chaos Trend Modal
Destruction Trend Modal
Balancing Freedom with Direction

One key design decision was letting players explore the apartment freely rather than complete interactions in a fixed order. To provide structure without restricting exploration, I introduced a system that highlights a content category and tracks discovered opportunities. Players can pursue the featured category or continue experimenting with other interactions.

HUD STATES
HUD State 1
HUD State 2
HUD State 3

03: PROTOTYPING & PRODUCTION

From Concept to Playable

I explored different visual styles, spatial layouts, and technical approaches to find the right balance between a playful exploration and an intuitive player experience.

Through rapid prototyping and AI-assisted development, I translated early concepts into a playable 3D vertical slice, continuously refining the game based on hands-on evaluation and player feedback.

EARLY EXPLORATION

An early 2D top-down prototype helped me explore the core concept and interaction opportunities. As the project evolved, I moved towards a 3D environment to better support the fantasy of experiencing the world from a cat’s perspective. I also experimented with various apartment layouts to improve flow, exploration and content discovery.

2D exploration
3D v1 exploration
visual exploration
apartment v1
apartment v2
apartment final
MY DEVELOPMENT WORKFLOW

1. Define
Specify the player behaviour, interaction rules and expected feedback.

2. Implement
Use Codex to generate or refine scripts and scenes in Godot.

3. Test
Play in the engine to evaluate how the mechanic feels in real time.

4. Refine
Adjust the design, update the prompt and repeat.

4. PLAYTESTING & ITERATION

Building a playable game was only the beginning. I needed to understand whether players could navigate the apartment, discover interactions and make sense of the game’s social media mechanics without guidance.

Playtesting Approach

I conducted moderated and unmoderated playtests across multiple builds, observing player behaviour, gathering feedback and refining the experience through iterative design. I grouped the observations into recurring usability challenges and prioritised changes affecting the core gameplay experience.

Moderated

Observed live gameplay, asked follow-up questions and recorded moments of confusion.

Unmoderated

Reviewed gameplay recordings and feedback to identify issues without live assistance.

FINDING 1
Players Didn’t Immediately Understand the Goal

Players initially struggled to understand the terminology used & connect the game’s objectives with the social media premise, but understood the concept better after experiencing several captures.

onboarding v1

Before: Unclear Direction

Chaos Trend Modal

After: Clearer Feedback

FINDING 2
Players Struggled to Recognise Interactive Objects

Players could see objects in the apartment, but couldn’t always tell what they were or whether they could interact with them.

interaction cues v1

Before: Ambiguous Interaction Cues

interaction cues v2

After: Refined Interaction Cues

WHAT I LEARNED

Design for actual player behaviour

Playtesting revealed gaps between my intentions and what players understood, reinforcing the importance of testing assumptions early.

Freedom needs guidance

Open-ended exploration was more effective when paired with clear interaction cues, feedback and a sense of progression.

AI accelerates building, not judgement

AI-assisted development helped me prototype faster, but evaluating usability, game feel and design quality remained my responsibility.

Iteration is part of the experience

A technically functional mechanic isn’t necessarily enjoyable or intuitive. Repeated evaluation helped identify where the experience needed refinement.

WHAT'S NEXT

I’m continuing to develop Clout & Catnip, with a focus on improving onboarding, interaction discoverability and replayability through randomised trends, optional challenges and unlockable locations.

PLAY AS A CAT & CHASE CLOUT
play demo