Josh CashGames & Game UX

Small games, and what I changed after watching people play them.

I'm a UX designer and researcher with a minor in games. Alongside my client and human factors work, I make small games in 48-hour jams and on class teams. I mostly work on menus, HUDs, and player feedback, and I try to get the game in front of people as early as I can.

Projects

Screenshot coming soon

Lantern Keeper

2025

48-Hour Game Jam · UI & Systems · Unity · Team of 4

What we made
A short night-time game where you walk a village and keep the street lanterns lit before your own oil runs out. Each lantern you refill buys the village a little more time.
Where players got stuck
We watched six people play on the second day. Four of them ran out of oil without ever looking at the fuel bar in the top-left corner. They were watching the lanterns, not the HUD.
What I changed
I moved the fuel reading onto the player's own lantern as a thin ring that shrinks, and added a flicker and a soft sputter sound at 25%. In the last round of testing, nobody ran dry by surprise.
Screenshot coming soon

Shelf Life

2024

Game Design II (class project) · UX & Level Design · Godot · Team of 3

What we made
A small puzzle game about stocking grocery shelves. Boxes come in odd shapes and you have to fit them before the store opens.
Where players got stuck
Most classmates didn't realize boxes could rotate. Our tutorial explained it in a text panel that almost everyone clicked past, so people got stuck on level three and assumed it was impossible.
What I changed
We dropped the text tutorial and made level one impossible to finish without rotating a box. I also added a faint outline preview of where the box would land, which cut down on misplaced drops.
Screenshot coming soon

Low Tide

2024

48-Hour Game Jam · UI & Feedback · Unity · Team of 2

What we made
A tide-pool exploration game. You have a few minutes between tides to collect shells and get back to the beach.
Where players got stuck
Players couldn't tell which rocks were safe once the water started coming back, and the tide timer was easy to lose track of while exploring.
What I changed
Unsafe rocks got a darker color and a different shape, so it didn't rely on color alone. I replaced the on-screen timer with a wave sound that gets closer as the tide turns.

How I test (and how my UX work carries over)

Most of what I do in games comes from my regular UX work. At Apple, I helped run human factors studies with eye-tracking and wearables, which taught me to watch what people actually do instead of what they say they did.

For a food-truck ordering kiosk, I tested screens outside in 98°F Austin heat with people who had about a minute to order. That's close to how players treat a menu: they skim, guess, and move on.

As UX lead on our university's live campus map, I spent a lot of time organizing wayfinding so people could find a building without thinking about it. Readable layouts and clear signposting matter just as much in a level or a HUD.

In jams, the process is simple: get a rough build playable early, hand it to a few people without explaining anything, take notes on where they stall, and fix the biggest one before the deadline.