CACTUS MANIA

Game Design
Beyond The Screen

Cactus Mania and 'Kids, Games, and Dark Patterns ' is my undergraduate thesis project that uncovers the manipulative design practices often found in kids' mobile games. Through in-depth research and a fully developed mobile game, the project aims to educate parents and offer a healthier, more ethical alternative for young players.

Designing Against Dark Patterns

Cactus Mania is an interactive thesis project that explores how mobile games use dark UX patterns to manipulate young players. Through extensive research into manipulative mechanics in kids’ games, I designed and built an intentionally frustrating game — packed with real-world examples like fake rewards, time gates, and confusing navigation. Alongside it, I created an honest counter-experience: a version of the game redesigned with ethical UX practices in mind. The goal was to critique harmful industry standards and explore what ethical game design for kids could look like.

2.2 Years
Product Designer & Developer
The Center for Visual Arts
Undergraduate Thesis / Playable Research
Unity, C#, Blender, Illustrator, Figma, Live, Visual Studio Code
Project Duration:
Primary Role:
Company/Client:
Project Type:
Tools Used:
Me (Product Designer & Developer)
Paul Rodriguze (Supporting Developer)

Team Members:

Problem Statement

Many mobile games designed for children rely on dark patterns — manipulative UI tactics that exploit kids’ limited cognitive and emotional maturity. These patterns often prioritize monetization over healthy engagement, using fake rewards, disruptive ads, and pressure-driven mechanics to keep kids tapping. Despite growing awareness, these practices remain widespread and often go unnoticed by adults. Cactus Mania was created to expose and challenge these patterns through design itself. By building both a dark-pattern-heavy game and a transparent, ethical version side-by-side, I aimed to show how design choices directly shape behavior, trust, and long-term impact — especially for young audiences.

  • Manipulative design is normalized in kids' mobile games
  • Ethical alternatives are rarely modeled
  • Children lack the agency to recognize or resist dark patterns
  • Industry standards often prioritize engagement

Research & Insights

To understand the scope of dark patterns in kids’ mobile games, I conducted visual audits of over 150 popular titles targeted at ages 8–12. I cataloged recurring UI manipulations such as false choices, ad traps, emotional pressure, and reward baiting — and mapped their effects on player behavior. I also reviewed academic literature on persuasive design, children's cognitive development, and the ethics of gamification. These patterns were not subtle — they were core to the gameplay. It became clear that kids were being taught to tap, spend, and watch without truly playing. What was missing across the board was a design approach that respected children's intelligence, autonomy, and emotional development.

  • Dark patterns are deeply embedded
  • Most games exploit emotion
  • Kids struggle to distinguish gameplay
  • Ethical, transparent UX is rarely present

Design Process & Solution

After identifying a range of dark patterns used in kids' mobile games, I designed Cactus Mania as an intentional counter-example — a game that rejects manipulation and instead focuses on clarity, autonomy, and play. My goal was to demonstrate how ethical UX practices can still create engaging experiences for children without relying on deceptive tactics. I translated research insights into design principles: no time traps, no fake buttons, no manipulative reward loops. Instead, I focused on intuitive flow, positive feedback, and interactions that respected the user’s agency. All visuals were hand-crafted with a playful, approachable tone to invite exploration without pressure or confusion.

  • Rejected common dark patterns
  • Focused on clarity, flow, and age-appropriate interaction design
  • Created gentle feedback loops instead of exploitative rewards
  • Built an inviting, safe visual language for young players

Designing the World of Cactus Mania

From storyboards to screen, this phase focused on shaping the heart of Cactus Mania. The goal was to create a playful, kid-friendly world filled with charm, color, and personality — without relying on the visual tricks seen in many mobile games. Characters were designed to feel expressive and approachable, while the overall look balanced simplicity with whimsy tone.

Built to Play: Developing Cactus Mania

From sketch to screen, this phase brought the world of Cactus Mania to life. Using the Unity game engine and C# programming, I developed all core systems from movement and UI to sound and interaction with a focus on ethical design and kid-friendly usability. Every asset, mechanic, and transition was crafted to align with the game’s core values of clarity, safety, and fun.

Blender Eevee Renders

High-quality 3D models for Cactus Mania were created and rendered using Blender’s Eevee engine. This real-time renderer allowed for playful lighting, vibrant materials, and fast iteration perfectly suited for building a colorful, cartoon-like world. The renders helped visualize how each asset would feel in-game, bringing character and charm to the development process.

Custom Clay Shaders

To give the characters and objects a more tactile, kid-friendly look, I created a custom clay-like shader in Blender. This shader added soft, rounded textures and subtle surface imperfections, giving the assets a handcrafted, playful vibe that aligned perfectly with the game's visual tone.

Designing the Jelly Enemies

The jelly enemies were designed to be fun, non-threatening obstacles that match the game’s lighthearted tone. Each variant features unique colors and movement styles to keep gameplay fresh and engaging. From squishy idle animations to playful sound cues, these characters were built to feel lively without overwhelming younger players.

UI Overview in Unity

The user interface was carefully crafted and implemented in Unity to provide a seamless and intuitive experience for young players. Every screen, button, and transition was designed with touch interaction, accessibility, and cognitive simplicity in mind. From playful menus to in-game prompts, the UI guides players through the experience without distraction.

Bringing Research to Life: Thesis Integration

This section bridges the gap between research and game design, showcasing how the findings of my thesis on manipulative UI patterns in kids’ games directly influenced the development of Cactus Mania. Through comprehensive user research, ethical design principles, and thoughtful exhibition setup, this phase emphasizes the importance of creating healthier, more responsible digital spaces for children.

Exhibit Layout Design

The exhibit was designed to create an immersive experience where visitors could play the game while learning about the ethical design choices made throughout. The space featured a playable demo on iPads, research insights, and video highlights that encouraging a dynamic flow that blended play with education.

Bringing the Space Together

The setup of the exhibit involved careful construction and design. I started by painting the wall in vibrant colo that echoed the playful feel of the game. The podiums were prepared specifically for the interactive game demo, ensuring that each station was easily accessible for visitors to try out Cactus Mania. Video displays were also set up to present key findings from my research and showcase the game’s development.

Thesis Branding

To reinforce the brand and thesis research, I carefully laid out vinyl cutouts and graphic elements throughout the exhibit. These branding pieces were designed to align with the game’s visual identity, ensuring a cohesive experience that reflected both the game and the underlying message of ethical design.

Ready for the Show

In the final phase, the exhibit came to life. Game demos were successfully pushed to iPads, allowing kids to interact with the game in real-time. The space was fully set up, with everything from branded signage to interactive stations in place, creating an engaging and educational experience for all

Challenge

The primary deliverable of this thesis was the development and design of Cactus Mania, a fully playable and functional mobile game showcased in the CVA exhibition space. To ensure seamless user interaction, the game was developed using C# and Unity, with a strong focus on mobile optimization and intuitive UI design. The complexity of the project not only lies in creating a mobile game that was both engaging and accessible to children, but also in integrating the exhibition space as an extension of the game’s user experience. Every element of the game and exhibition was crafted with usability and interaction at the forefront, aiming to create a cohesive, user-centered environment that enhanced both play and learning.

Solution

"The solution to the thesis involved creating a game similar to existing mobile games, developed using the same engine widely used in the industry. However, the key distinction of Cactus Mania was its focus on user experience. Unlike many mobile games that rely on dark patterns and manipulative systems, Cactus Mania was designed to prioritize play, ensuring it could stand independently as an engaging and ethical game. The development and presentation of this game aimed to demonstrate that it’s possible to create high-quality gaming experiences without resorting to deceptive tactics or aggressive advertising, showcasing an alternative approach to game design that values the player’s experience."

Reflection

"Game development is one of the most intricate and immersive interactive experiences, blending user-centered design with complex technical execution. My passion for creating video games began in 2015 and has only grown since then. I've always been fascinated by how games can enhance psychological and social interactions, shaping how users engage with the world. This thesis and exhibition provided a unique opportunity to merge the complexities of game design with the clear, purposeful communication of design principles, allowing me to explore the power of games as a medium for impactful user experiences."