Floss Boss
Year
2025-2026
Medium
UI/UX, Motion, Interaction
Tools
Rive, After Effects, Figma
Role
Lead UI Motion Designer
Floss Boss is an interactive alternative control exhibit where two players team together to brush and floss the teeth of a lake monster from within its mouth using giant dental equipment!
I served as the primary UI motion designer for Floss Boss. In this role, I had to consider to smoothest way to convey information on the screen when the user interacts with the physical objects on set.
The primary goal was to indicate that a tooth is being cleaned when the user brushes or flosses the corresponding tooth in real life.
Design Opprtunities
In short, players need quick, noticeable animations and UI that allow them to easily telegraph the task that needs to be done, and how their actions fulfill those tasks.
Initial Attempts
The cleaning and decaying animations for each tooth went through several iterations and were tested with real users to see how well they worked in an actual interactive setting.




The main feedback we received is that the animations were unnoticeable since the teeth were all at the bottom of the screen. The bacteria and decay were easily missable, appearing out of nowhere with not much indication.
Adjustments
Many changes were made to make the animations less missable when interacted with. For instance, I gave each creature a jump animation, where they pop into the air when they first spawn, making them more apparent.




The suds now no longer simply float on the tooth during the cleaning animation. Now, the entire tooth gets filled with bubbles, starting from the bottom, creating a visual progress bar of sorts. The user knows how long they need to brush for the tooth to be clean. When the bubbles pop, the creatures plays a defeat animation, and a clean, sparkling tooth is revealed, indicating to the user that the task is complete.




The flossing animations were designed to feel clean and satisfying, as if the player were slicing through the bacteria between the gums.




State Machines
All the UI animations were created in RIVE, allowing them to be interactable . I worked with developers to import the animations into HTML and trigger the interactions via JavaScript



Here’s a look behind the scenes at how the state machines are wired and hooked up! Everything was done with simple inputs, before Data Binding became the standard.
Music and Sound
Outside of animation and UI, I also handled the project's music and sound. I set out to create an energetic minute-long song that captured a jazzy underwater vibe. Take a listen to the Shrimply Flossin', the gameplay theme for Floss Boss!
Highlights!





