

I led product and brand design for Weed Lands on a four-person team. The web game combined virtual farming with crypto mining: players grew cannabis crops that contributed to cryptocurrency mining.
Crypto projects at the time often used dark, technical visuals. We chose a playful direction that made Weed Lands feel approachable as a game. My design work carried that direction through the colors, animation, and interface.

I designed the game assets in a top-down, pseudo-3D style. Players progressed through five cultivation environments, from a basement to a spaceship, upgrading equipment and choosing strains along the way.

The interface needed just a few taps to manage crops, upgrade farms, and collect rewards. I used familiar mobile game animations to make those actions feel rewarding.

Weed Lands attracted attention in the crypto community before launch, and release-day traffic required a quick increase in server capacity. The mining economy proved harder to sustain. As the in-game currency's value fluctuated, the team and I decided to shut the service down.
Weed Lands taught me to question the business model as closely as the interface. The game attracted players, but its mining economy proved difficult to sustain.