Houseplant
2025
A relaxed, game-driven brand world where users shape digital pottery inside a 70s-inspired living room.
We designed and built an interactive web experience for Houseplant, the pottery and lifestyle brand by Seth Rogen. The project blends playful interaction, tactile 3D mechanics, and a distinctly analog sensibility built for users who arrive relaxed, curious, and ready to explore.
The core experience features a pottery-spinning game that allows users to shape and customize their own ceramic forms in real time. The interaction mirrors the physical act of throwing clay, translating a traditionally hands-on process into a responsive digital format that feels intuitive and satisfying.
A secondary game leans into Houseplant’s signature “gloopy” ceramic language. Users control a vessel to catch falling “gloops,” slowly building form while internalizing the brand’s exaggerated, experimental pottery aesthetic.
The homepage anchors the experience inside a fully modeled 1970s-inspired living room, reflecting the warmth, humor, and retro sensibility of the brand. The environment functions as both a navigational hub and a mood-setter to establish tone before users ever interact with a game.
This project showcases how interactive brand worlds can translate physical products and lifestyle cues into playful, memorable digital experiences.


