High Houseplant Game

High Houseplant Game

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.

2

2

2

LIVE MINI-GAME EXPERIENCES

LIVE MINI-GAME EXPERIENCES

1000+

1000+

VISITORS

VISITORS

New York City / Toronto

househouse studio

house@househouse.studio

New York City / Toronto

househouse studio

house@househouse.studio

New York City / Toronto

househouse studio

house@househouse.studio

New York City / Toronto

househouse studio

house@househouse.studio