• Game
  • UI
  • UX
  • Front-end

Farm Friends Climb

A speculative mobile game designed and prototyped as if it launched alongside a real product drop: from character concept to a working, tap-to-play build.

Farm Friends Climb character select: six farm animals on patterned tiles and a Play button, beside a woman resting on a black and white calf in the grass
Role
Game designer & developer: concept, UI/UX, prototype build
Timeline
Four-week build, Fall 2026
Tools
Figma (Dev Mode MCP), Claude Code, HTML5 Canvas
Team
Solo
Type
Speculative brand activation: a mobile web game imagined for a real product launch

The Brief

For my IXD 432 class, I set out to prove something bigger than “I made a game”: that I could design and prototype a real marketing activation.

I chose Dairy Boy’s Farm Friends collection, a line of six embroidered animal characters, as the brand to design for, and built Farm Friends Climb as the campaign I’d pitch to launch it. Three deliverables make the case:

  1. 01

    Figma design system

    The foundation every screen and character is built on.

  2. 02

    Working prototype

    The proof of concept: a tap-to-play build.

  3. The collector's token: a needlepoint canvas of the cow on pastel stripes, surrounded by thread bobbins, scissors and Dairy Boy pins
    03

    Collector's token

    The tangible extension that makes the idea feel real.

Process & Tools

I built the game using Claude Code connected to Figma through its Dev Mode MCP server, pulling real screen designs straight into the codebase instead of rebuilding them from static references. I worked in small, single-purpose prompts, one feature or fix at a time, so every change was easy to check:

  1. FigmaReal screen designs, read through the Dev Mode MCP server
  2. Claude CodeSmall, single-purpose prompts: one feature or fix at a time
  3. PreviewVisual changes checked before going live
  4. iPhone 16 ProReal-device testing for what a desktop preview misses

The Collection

Dairy Boy’s Farm Friends collection is six pajama sets. Each one has a farm animal embroidered on the chest and its own print, from the Rooster in Pink Gingham to the Mallard in Merlot.

Every set is $128 in sizes XXS–XXL, and the Rooster is exclusive to the Dairy Boy app.

Drop
May 7, 2026
Time
11 AM EST
Where
dairyboy.com & the DB app
  • Rooster pajama set in Pink Gingham

    Rooster

    in Pink Gingham

    $128XXS–XXL

    In-app exclusive

  • Barn Mouse pajama set in Green Pinstripe

    Barn Mouse

    in Green Pinstripe

    $128XXS–XXL

  • Sheep pajama set in Scottish Plaid

    Sheep

    in Scottish Plaid

    $128XXS–XXL

  • Cow pajama set in Ribbon Stripe

    Cow

    in Ribbon Stripe

    $128XXS–XXL

  • Piglet pajama set in Blueberry Lane

    Piglet

    in Blueberry Lane

    $128XXS–XXL

  • Mallard pajama set in Merlot

    Mallard

    in Merlot

    $128XXS–XXL

From Pajamas to Pixels

The Farm Friends pajamas already had what a game needs: a cast, a look and a palette. I wanted the game to feel like the pajamas come to life, so every design choice started from the fabric.

Pajamas
The six embroidered Farm Friends on their pajama fabrics: a pig on teal stripes, a mallard on merlot, a cow on pastel ribbon stripes, a rooster on pink gingham, a mouse on green pinstripe and a sheep on plaid
The same six animals as pixel-art game characters, each on a pixel version of its print: pig, mallard, cow, rooster, mouse and sheep

The Concept

Farm Friends Climb is a tap-to-steer, auto-bounce climber styled after Jelly Jump. Players tap left or right to steer their character upward across cloud platforms, climbing as high as they can before missing a platform ends the run.

I chose this mechanic over a traditional platformer (too much scope risk for a four-week build) and a Crossy Road-style runner (too close to a game that already has its own farm-animal cast).

Tap controls, rather than tilt, meant the game also had to work reliably during laptop browser testing, not just on a phone. The result is a mechanic that’s one-handed, learnable in seconds, and fast enough to replay in short bursts: exactly what a marketing game needs to keep players coming back.

Farm Friends Climb on a phone: the character select screen with the Sheep in its Scottish Plaid print, a Tap to Play button, Leaderboard and My Stats, over a pixel-art farm

Built into the Dairy Boy App

Farm Friends Climb isn’t a separate download. It lives inside the Dairy Boy app, where the people most likely to buy the collection already shop. A banner on the app’s home screen opens the game, and a DB App button takes players straight back to the shop.

  1. Opens the app before the drop

    Playing means downloading and opening the app, so players are already there, signed in, when the collection goes live.

  2. Keeps the exclusive one tap away

    The Rooster set is only sold in the app, and the game puts players right where it is.

  3. Real shoppers on the leaderboard

    Every score belongs to a signed-in account, so winners are easy to verify and prizes ship to the address on file.

The Dairy Boy app home screen with a Farm Friends Climb banner at the top, showing the pixel farm and a Play Now button, above Arriving Soon and Accessories tiles
Dairy Boy app home
The Farm Friends Climb home screen inside the app: a DB App back button, the Sheep in Scottish Plaid chosen as the climber, and Tap to Play, Leaderboard and My Stats buttons
Farm Friends Climb

The timing

Launches a week before the clothing drop

The Leaderboard Strategy

In the week before the drop, players compete for the highest score. Only the top ten win a prize, and the best prize goes to just one player.

Urgency for the top spot = reason to keep playing

  1. First place

    • Needlepoint token
    • PR box
    1st
  2. 2nd & 3rd place

    • PR box
    2–3
  3. 4th–10th place

    • An item from the collection
    4–10

The Collector’s Token

First place wins a one-of-one needlepoint token: their Farm Friend on its print, ready to stitch, with a Dairy Boy kit of threads and tools.

Each character has its own canvas, so the prize matches the animal the winner played.

The six Farm Friends needlepoint canvases laid around a clear Dairy Boy kit of colored threads, scissors and a needle threader

The six canvases

  • Cow needlepoint canvas

    Cow

  • Piglet needlepoint canvas

    Piglet

  • Rooster needlepoint canvas

    Rooster

  • Sheep needlepoint canvas

    Sheep

  • Mallard needlepoint canvas

    Mallard

  • Barn Mouse needlepoint canvas

    Barn Mouse

UX research

System Map

Before designing screens, I mapped how the game moves between them: every screen and run state, and what sends the player from one to the next. Then I zoomed into the climb itself and listed the checks the game runs on every frame. The map became the plan for the build, so each state on it is a screen or a run state in the code.

State diagram: Home leads to Countdown, then Climbing. Climbing can pause and resume, or end in Game Over directly or after being knocked off by an obstacle. Game Over leads back to Countdown or Home.HomePlay againQuit to homeTap to Play“Go!”Fell pastevery cloudHit a crow, bee,owl or gustPause button,P / Esc, orapp hiddenResumeFalls offscreenSTARTEND OF RUNLeaderboardMy StatsHow to PlayHomePick a characterCountdown3 · 2 · 1 · Go!ClimbingSteering + scoringGame OverRun saved · bestupdatedPausedMenu + How to PlayKnocked offNo steering, falling
  • Leaderboard · My Stats · How to Play

    Side screens

    • Back → Home
  • Start

    Home

    Pick a character

    • Tap to Play → Countdown
    • Side screens ↔ Home
  • Countdown

    3 · 2 · 1 · Go!

    • “Go!” → Climbing
  • Climbing

    Steering + scoring

    • Fell past every cloud → Game Over
    • Hit a crow, bee, owl or gust → Knocked off
    • Pause button, P / Esc, or app hidden → Paused
  • Paused

    Menu + How to Play

    • Resume → Climbing
    • Quit → Home
  • Knocked off

    No steering, falling

    • Falls off screen → Game Over
  • End of run

    Game Over

    Run saved · best updated

    • Play again → Countdown
    • Home → Home

Inside “Climbing”: every frame, 120 times a second

  1. New frame (1/120 s)

  2. Read taps and holds

    Left or right half of the screen steers; edges wrap

  3. Apply gravity × tempo²

    Tempo ramps from 0.75 to 1 as the sky turns to night

  4. Falling onto a cloud?

  5. If yes: Bounce up

    Spring cloud: big launch · Wispy: breaks · Moving: keeps sliding

  6. Move obstacles

    Crows glide · bees flutter · owls glide · gusts curl

  7. Touching an obstacle?

  8. If yes: Knocked off

    Cause recorded; steering stops and the friend falls

  9. Camera follows upward

    Score = highest point reached (10 px = 1 ft)

  10. Below the bottom of the screen?

  11. If yes: Game Over

    Run, cause and character saved; new best saved if beaten

  12. No: next frame

From orange box to pixel art

  1. First prototype: an orange square bouncing between flat white platforms on a plain blue background, with the score 15 and best 277

    01

    Orange box

    A square and flat platforms, just enough to prove the bounce, steering and score felt right.

  2. First art pass: the orange square bouncing between cartoon clouds on a pale yellow sky, with a red barn, silo and fence at the bottom

    02

    First art pass

    A sunset sky, clouds and a farm, with the placeholder square still standing in for the player.

  3. Final game: the pixel-art sheep climbing pixel clouds, a spring cloud and a bee, with a detailed barn, tree and mountains below and a Climbed 17 ft card

    03

    Final

    Pixel-art Farm Friends, cloud variants and obstacles, and a score card in feet with a pause button.

Visual & Brand Design

The game uses detailed, soft-shaded pixel art rather than blocky 8-bit: 64×64px character sprites set against a sky that shifts through eight color stops, from a warm sunset gold to a deep night navy, as the player climbs higher. Bounce speed ramps up along the same arc, tying pacing directly to the visual progression.

Crow obstacleWind gust obstacleOwl obstacleBee obstacleSunsetNight
  1. #FDE9AA0 ft
  2. #FFC98A80 ft
  3. #F3AFA0160 ft
  4. #CAA6B7240 ft
  5. #7683DC320 ft
  6. #3D4787400 ft
  7. #1D2559480 ft
  8. #091040560 ft
Bounce tempo0.75× at the start → 1× at full night (560 ft)

Each run starts on a static barn-and-grass scene before the climb begins. Cloud platforms come in four variants, and obstacles shift with the sky: a bee and a curling wind gust by day, birds as the sun sets, and an owl as night falls.

  • Static cloud platform

    Static

    Holds still: the steady footing every climb starts on.

  • Moving cloud platform

    Moving

    Drifts sideways, so the landing has to be timed.

  • Breakable cloud platform

    Breakable

    Takes one bounce, then fades away.

  • Spring cloud platform

    Spring

    Launches about three times higher, with a particle burst.

User Testing

I had people play the prototype to check that the game read the way I designed it to: what to touch, what to avoid, and whether every screen felt like part of the same game.

Finding 01
Players read the butterfly as friendly, but it’s an obstacle: touching it knocks your Farm Friend off and ends the run.
The change
I replaced it with a bee. Its stinger and warning stripes say “avoid me” at a glance, so players don’t have to learn it the hard way.
Pixel-art butterfly obstacle
BeforeButterflyLooked harmless, so players didn’t avoid it
Pixel-art bee obstacle
AfterBeeStinger and stripes read as a threat
Finding 02
The home screen felt separate from the game: a plain grey page with buttons, nothing like the sunset climb that came after it.
The change
I brought the game into the home screen: the sunset sky, pixel clouds, the barn and farm, and a crow and bee flying past, plus a DB App button back to the shop.
Earlier home screen: the Farm Friends wordmark, the Cow in Ribbon Stripe, and Tap to Play, Leaderboard and My Stats buttons on a plain grey background
BeforePlain homeGrey background, no game elements
Final home screen: the Sheep in Scottish Plaid on a sunset sky with pixel clouds, a crow, a bee, and the barn and farm along the bottom
AfterGame homeThe climb’s sky, clouds, farm and obstacles

What I Learned

Does this get someone to play again, share their score, or want the product?

  1. Game design is marketing design

    This project pushed me to think about game design as marketing design: every mechanic, character trait and prize tier had to answer that question, rather than just "is this fun."

  2. Scoping tightly mattered as much as designing well

    Choosing a simple, provably reliable mechanic over a more ambitious one, and building iteratively with real-device testing, is what got this from an idea to a working prototype in four weeks.