Tinybop — GAME Design

Tinybop—Things That Go Bump

Inspired by Japanese yōkai folklore, Things That Go Bump is a game where ordinary household objects come alive after dark. 

It started as a small experiment between a developer and me: what if kids could invent strange creatures by combining interchangeable heads, bodies, limbs, and objects?

That idea eventually became the foundation for a much larger game.

CHALLENGE

Making the unexpected work

How do you create a system that allows for unpredictable combinations while giving every creature a place in the same world?

The parts needed to work together without making every possible combination feel overly planned.

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01 / CREATURE SYSTEM

Designing for endless combinations

We built a modular system where ordinary objects could become weird, funny, or surprisingly expressive once combined.

I worked closely with illustrator Adrian Fernandez to establish how the parts connected, what could vary, and the rules that held everything together.

Some of the best results came from combinations that probably shouldn't have worked.

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Mac_2880x1800_9PartsGameRoom

02 / ART DIRECTION

Finding the visual language

The premise needed a visual style that could make a lamp, shoe, vase, or piece of furniture feel like it belonged to the same strange universe. From level to level, including hidden worlds, the pieces needed to be quickly legible, revert to their colored versions when detached, and to be pieced together but feel unified.

Adrian's illustrations brought personality to the creatures, while the modular structure gave us a way to keep adding to the cast.

Kitchen Drawer
stove

03 / WORLD BUILDING

Giving the creatures a world

The game takes place in a house after dark, where familiar rooms and objects become part of a hidden supernatural world.

I helped shape how players explored the house, how the creatures belonged within it, and how the environment could feel recognizable and strange at the same time.

Exterior_HomeBuilld_ARLevelAddition Interior_HomeBuilld_ARLevelAddition
_JunkdrawerUpdate
Kitchen_SinkFlat
Bathroom082119
Nursery_Update
Screenshot 2026-09-10 at 12.10.50 PM
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04 / GAME DESIGN

From toy to game

What began as an open-ended creature builder grew into a game with battles, exploration, discovery, and progression.

Creature parts became more than visual choices. They affected what a creature could do, introducing new decisions about abilities, behaviors, and how players understood the system.

HouseSpirits_Kitchen_Faucet
HouseSpirits_Kitchen_Hood
HouseSpirits_Bathroom_Toilet
HouseSpirits_Nursery_WolfinSheepsClothing
HouseSpirits_Nursery_DiaperTrashcanMonkeyKing
HouseSpirit_Bedroom_YarnBall

05 / INTERACTION DETAILS

Inanimate objects coming to life

A creature's movement, reactions, attacks, and timing could completely change its personality, even when the underlying parts were the same.

We used animation and interaction to make the assembled creatures feel like little characters rather than collections of interchangeable pieces.

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outcome

Launched on Apple Arcade

Things That Go Bump launched on Apple Arcade.

timeline

2018–2019

platforms

iOS · MacOS · Apple TV

Role

Lead Designer

focus

Product Design
Game Design
UX/UI
Art Direction
Interaction Design

Artists

Adrian Fernandez
Francesca De Vivo

Collaborators

Robert Blackwood, Engineering 
Raul Gutierrez, Product
Kendall Noble, Animation
Adrian Fernandez, Artist & Illustration
Francesca DeVivo, Artist & Illustration