Wrist Critters
LUCA P. / UI & MOTION ARTIST
CASE STUDY · GAME UI · MOTION · SMARTWATCH

WRIST CRITTERS

A tiny 8-bit pet that lives on your wrist and keeps you company while you focus. Designed end to end: UI, motion, a playable prototype and store-ready assets, in 24 hours.

Live prototype. Tap it, hold it, scroll the pals. Sound switches on with your first tap.

ROLE
UI artist, UX, motion and prototype
PLATFORM
Smartwatch, Apple Watch 40mm. Playable web prototype
SCOPE
Concept to store assets in 24 hours with an AI-powered workflow
TOOLS
Figma, Penpot, HTML canvas, JavaScript, Claude
OVERVIEW

A game-feel companion for a very small screen

Body doubling makes hard-to-start tasks feel doable: working beside someone, even quietly, helps. Wrist Critters puts that presence on your wrist as a small pixel creature that studies, rests and celebrates with you.

The brief: a retro 8-bit game UI that reads at a glance on a 324 × 394 px screen and stays calm enough to live next to you all day. Seven characters, 37 moods, a design system, a playable prototype and launch assets came out of it.

WHAT THIS PROJECT SHOWS

UI artist skills in one project

SKILL SELECT01/06
POLISHED GAME UI

Design polished in-game UI

A pixel-perfect interface with a hard-shadow button language, a strict colour set and two typefaces, applied from the watch header and meters to the store screenshots.

MENUS & SCREENS

Create menus and screens

A pal picker, a mode wheel, a settings list and eleven full watch screens, each with idle, alert and care states.

ICONS & UI ASSETS

Develop icons and UI assets

A 32-icon pixel set, seven 14 by 14 character sprites, a logotype, reusable components and a 22-colour library, all named and ready to hand over.

UX TO VISUALS

Translate UX into engaging visuals

Mood, need and focus logic turned into faces, rings, colour and sound, so a player reads what the pet needs without any text.

COLLABORATION

Collaborate with art and design

One source of truth: the Penpot and Figma style guides and the playable build were kept in sync, with specs, naming and tokens written so engineers and artists can work from them.

MOTION & INTERACTION

Bring it to life

Squash and stretch, anticipation, reflex scares, a 28-dot ring that acts as a gauge, haptics, chiptune sound and a reduced-motion mode.

WORKFLOW · CONCEPT TO DELIVERY

How it was made, step by step

Nine steps from first idea to store-ready assets. Scroll the list, tap a step to open it.

  1. A 40mm watch, glance-sized interactions, calm sound. An 8-bit look keeps every pixel a design decision.

    Output: One-page brief, 324 × 394 px budget
  2. Near-black ground, one mint accent, hard pixel shadows, Press Start 2P and IBM Plex Mono. Each pal tints the ring and glow.

    Output: Palette, type pairing, references
  3. Seven pals on 14 × 14 half-mirrored sprites. Eyes and mouths are procedural, so one body wears any mood.

    Output: Jelly, Starry, Bolt, Buggo, Ziggy, Romeo, Pengu
  4. 37 moods in ten groups, each with a tap action, ring colour, sound and motion. Gestures stay small: tap, double tap, hold, Crown.

    Output: State table, gesture map, mode wheel
  5. A working canvas build with a test bench, so timing, sound and feel are judged live, not guessed from static frames.

    Output: Interactive build (try it below)
  6. Decisions live once in the Penpot and Figma master files, then mirror into the build, so design and code never drift.

    Output: 22 colours, 13 type styles, components
  7. Eleven watch screens, from picker to incoming call, aligned to one header centre line with 28 px margins.

    Output: Screen set with live component instances
  8. Six App Store shots at 416 × 496 and five vertical promo scenes, one clear message per frame.

    Output: App Store set, promo reel scenes
  9. Sprites, states and tokens packaged for a SwiftUI watch build, with a device test next. Documented so anyone can pick it up.

    Next: native watch test, store release
APP DEEP-DIVE · PLAY IT

The live prototype with a test bench

This is the real build, running in the page. Tap the watch, roll or drag to choose a pal, hold the pet to open the mode wheel, or use the bench to force any mood and watch the face, ring, motion and sound change.

WRIST CRITTERS · LIVE PROTOTYPE

Sound starts after your first click. Try Hungry, Alert and Crazy first: they show the widest range of face, ring and motion.

CHARACTERS · EXPRESSION SYSTEM

Seven pixel pals, one expression system

01 / 07 · JELLY

Drawn once, worn many ways

Each pal is a half-mirrored 14 by 14 sprite with a tight palette and a pale highlight, so every body reads as a different silhouette at 1×, 2× and 4×. Eyes and mouths are not baked in. The system combines 18 eye shapes with 12 mouth shapes, which is how 37 moods get their own faces without 37 drawings per pal.

Faces that match the mood

Every mood has a signature face: heart eyes and a smile for love, half-closed eyes and a yawn for sleepy, spiral eyes and a tongue for chaos. I audited the set for repeats, so no two moods share the same eye and mouth pair.

MOTION · INTERACTION · SOUND

Motion and interaction design

On a tiny screen, motion is half of the UI. I treated animation as a design layer with its own rules, and tuned it in the prototype instead of in a timeline.

ANTICIPATION

Every state change starts with a 95 ms squash, then a springy pop with overshoot. It makes a mood switch feel physical.

REFLEX

The scare skips the wind-up on purpose. A reflex has no anticipation, so Alert hits instantly with a shake and a buzz.

GAUGE RING

28 pixel dots circle the pet. They chase when idle and fill like a gauge for Hungry, Lonely and Purring.

HAPPY

Excited hops for 1.5 seconds, then it settles into a calm smile with a gentle sparkle.

SOUND & HAPTICS

Square-wave chiptune cues and distinct haptic patterns for alerts, calls and comfort. Sound and haptics are always optional.

ACCESSIBILITY

Reduced motion removes hops, shake and jitter while the face and ring still change. Calm mode lowers loud moods for quiet spaces.

Interaction map

Tap
Mood action: feed, love, distract, cheer
Double tap
Secondary action: scare, pause, decline
Hold
Open the mode wheel
Crown / drag
Scroll pals and modes
GAME UI · MENUS · SCREENS

Menus and screens built
for a thumb and a glance

The full screen set

Idle, active, care, alert and menu states, shown as watch screens from the Penpot and Figma master files.

Pal picker list view
Pal picker, list
Focus mode with corner brackets around the pal
Active, focus
Alert state with wide eyes and an exclamation mark
Alert, scared
Incoming call state with a phone icon
Alert, call
Mode list with focus, break, sound and calm mode
Menu, modes
Settings list with sound, volume, haptics and calm mode
Settings

Menus that work with the Digital Crown

The pal picker is a vertical wheel: the centred pal is big, its neighbours shrink and fade, and a dot rail shows position. The mode wheel uses the same logic for focus, break, sound and calm mode.

DESIGN SYSTEM · ICONS · UI ASSETS

Icons, components and a design system others can use

The Penpot and Figma master files are the single reference: foundations, components, characters, mood board, screens and icons. Components such as buttons, chips, toggles, menu items, meters and headers are built once and reused across every screen, so a change in one place updates all of them.

Foundations page of the Wrist Critters design system: colour palette, type scale and spacing tokens
Component library: buttons, chips, toggles, menu items, meters, dots, headers and the logotype
Pixel icon set with 32 icons and UI glyphs for moods, needs, weather and modes
Colours
22 named library colours
Type
13 text styles, Press Start 2P and IBM Plex Mono
Icons
32 pixel icons plus UI glyphs
Components
Button, chip, toggle, menu item, meters, dots, header, logotype
WHAT I LEARNED · WHAT IS NEXT

From concept to something you can wear

Designing the system and the prototype together was the most useful decision. Every UI rule had to survive being played, so weak ideas died early and the strong ones got specs. Keeping one master file and one build in sync meant I could hand over assets with confidence.

Next is a native SwiftUI watchOS port to test on a real watch, followed by a freemium release on iOS and Android with optional character and mood packs.

Vertical social promo

STORE LINK · COMING SOON

STORE AND MARKETING

App Store screenshots and promo scenes

Marketing uses the same pixel language as the product.

Vertical promo reel

Five 9:16 scenes with bold headlines, a tilted watch and the same hard-shadow panels as the UI.

Promo scene one: some days your brain won't start, so bring a buddy
Promo scene two: meet your pal with Jelly winking
Promo scene three: talk to it, with Starry and a speech bubble
Promo scene four: a little love, with Bolt and floating hearts
Promo scene five: a buddy on your wrist, coming to smartwatch

Looking for a UI artist for game UI and motion for small touch screens?
I design polished interfaces and ship the assets to go with them.