
PepeJump blends addictive gameplay, meme culture, and crypto rewards.
The problem space
By mid-2024, Telegram play-to-earn games were flooding the ecosystem. Most were hard to understand, visually noisy, or felt unreliable. Users were curious about earning tokens, but they dropped off fast if the product felt confusing or sketchy.
The ask sounded simple:
build a play-to-airdrop game on Telegram.
We had to ensure trust, clarity, and retention, all inside a chat app.
Constraints we designed around
We had to move fast while keeping in mind the following
Everything lived inside Telegram
Only 65% of the screen can be used
Attention spans were short
Onboarding had to be near-zero
Crypto concepts needed to stay optional
The game had to feel rewarding in short sessions
Two weeks total before launch
These limits shaped every design decision.
The thesis
Make it feel like a game first.
Let crypto stay in the background until the player asks for it.

If the loop was clear and the UI felt good, players would stay long enough to care about tokens later.


The core loop
The loop was deliberately tight:
Jump
Earn points
Unlock timed loot
Increase passive income
Return to unlock more loot

Players earned in two ways:
Active play: jumping and scoring
Passive income: daily points boosted by items
Even short sessions felt useful.
Visual language
The UI avoided the usual crypto clutter.
Large numbers
Clear hierarchy
Minimal text
Light meme tone, not chaotic
Readability came first. Personality followed.









Loot boxes and multipliers
Every 500 points unlocked a loot box. Inside were shoes that multiplied passive income.
This added strategy without complexity. Players didn’t need to understand token economics to feel smart.
Referrals
Referrals were built into the system without being aggressive.
Coins for every invite
Token bonuses at milestones
This turned players into distributors without paid acquisition.

Information architecture
Inside Telegram, space is limited, so priority mattered.
Everything else stayed one tap away. Everything else stayed one tap away. Every player started with a loot box, so there was always a clear next action. Instead of empty states, the UI focused on momentum and clarity, keeping feedback direct and human.

Social media and partnerships
I handled social media end-to-end during the live period.
Designed and posted regular updates
Created carousels, short videos, and announcements
Managed Twitter and Mastodon
Ran giveaways and referral pushes
We also partnered with YouTube creators across crypto and gaming. These collaborations drove gameplay tutorials, reviews, and organic reach, especially during airdrop windows.
Together, social content and creator partnerships generated over 500K impressions, without paid ads.




Results
Two successful airdrops
Token migration from $PEPEJ to $DEGEN
Multiple players specifically called out the UI and overall feel as the best among Telegram play-to-earn games in feedback forms.
Overview
Year
2024
Client
Revise Network
(Norwalk, Connecticut)
Role
Creative Director / Product Design
DURATION
1 Week Design, 1 Week Development


































