A roguelike card battler about surviving the job hunt, designed in 24 hours. It won 1st place.
The brief: design a survival video game with high replayability at its core. Our team turned the job application and interview process into a turn-based card game, using randomness and player skill to make every run different.
- MY ROLE
- Research + design: secondary research, user flows, interaction design, presentation deck
- TEAM
- Seamus McPeake, Jennifer Nguyen, Michelle Pei, Sola Chang
- TIMELINE
- 24 hours · Spring 2024
- METHODS
- Secondary research, survey, interviews, concept development, sketching
- TOOLS
- Figma

01 · THE OUTCOME
1ST PLACE · SURVIVAL GAME DESIGN CHALLENGEWe turned everything in with 30 minutes to spare and presented to the judges and other teams over Zoom. Out of five teams in our category, we took 1st place.
“The exploration of the concept is solid. The visuals and graphics produced by the team are excellent, and their discussion of research is thorough. The design is fun, and there's a touch of narrative humor throughout.”

02 · THE BRIEF
Design a mobile or desktop survival video game concept with replayability at its core.
Protothon is a University of Washington student organization that runs design-focused hackathons. A few cohort members invited me, and it was my first hackathon. We competed against 4 other teams in our category.
WHAT PLAYERS SURVIVEBefore designing mechanics, my teammate Sola and I settled what players would be surviving: the job application and interview process. Relatable, a little absurd, and a natural fit for turn-based “battles.”
03 · RESEARCH
SECONDARY → SURVEY + INTERVIEWSRESEARCH QUESTIONWhat creates high replayability in video games?
With limited time, I dug through publications and player forums to understand what makes people return to a game again and again.

MY PART: led the secondary research. Our primary researcher ran the survey and interviews.
04 · EARLY DESIGNS
INDIVIDUAL DRAFTS → TEAM CONCEPTI suggested 1-on-1 turn-based battles, like Pokémon, as the basis for interview-style fights. We each spent an hour drafting our own game designs, then came back together to combine the best ideas into one concept: roguelike systems inside a card battler.




05 · FINAL DESIGNS
CLICKABLE FIGMA PROTOTYPEWe built a clickable prototype in Figma and a presentation deck in the final hours.
Choose your path
Each run starts on a branching map of interviews. The route changes every time, so no two job hunts play the same.

Interview as a card battle
Interviewers are bosses. Players answer with cards from their hand, balancing luck of the draw with smart choices each turn.

06 · REFLECTION
Thanks to DubsTech for running Protothon, for their kind words about our project, and for a category I was passionate about.