2026 | Professional

MUSE Design Awards Silver Winner

PERVERB

Entrant

Michael Janzen

Category

Packaging Design - Games

Client's Name

PERVERB

Country / Region

Canada

PERVERB
PROJECT DESCRIPTION
PERVERB is a rapid-fire adult party game where players hijack and twist classic sayings into wicked new quotes. The challenge: engineer a highly portable visual system that carries its sharp humor through intuitive, high-energy play with zero downtime.
1 BRANDING AND PACKAGING
The visual identity uses a stark black-and-white palette for premium positioning, with red accents signaling the game's wild tone. A blade-like “V” slices through a geometric, rune-inspired wordmark, symbolizing the core mechanic of butchering sacred quotes. A cohesive icon system uses distinct geometries—tooth-like triangles for metadata, symbolic structural markers echoing the punched-square counters, rectangles for cards, and rounded shapes for player actions. The “wolf glyph” adds a devilish personality. The mint tin pocket-sized package is perfect for party-goers.
2 TYPOGRAPHY AND INFO ARCHITECTURE
Mohave provides structural clarity, while Passion One adds emphasis. The rules sheet uses red to differentiate player roles and highlight sub-steps, supported by diagrams for rapid comprehension. This disciplined hierarchy allows players to onboard instantly and keep play on track without friction. Each Word Card uses redundant cues—background, color, position, and typography—for rapid scanning of nouns, verbs, adjectives and adverbs during play.
3 INTEGRATED DESIGN AND PHYSICAL UX
Ergonomic Handling: Double-sided, double-headed "Quote Cards" ensure one quote is always upright for instant handling. Two decks were fused into an efficient black/white double-sided "Word Card" deck that reduces table clutter and streamlines setup and teardown.
Engineered Replayability: 53 cards compress 372 elements for 324,480 unique combinations.
4 SOCIAL IMPACT AND HUMOR
The game replaces “private hands” with communal cards, increasing player agency, energy, and interaction. Players combine words to create alliteration, absurdity, and vivid mental imagery, leading to the rhythmic delivery of punchlines as a “comedy roll.”
5 PROBLEM-SOLVING
PERVERB was engineered under strict constraints: an ultra-small form factor and instant readability at any orientation under chaotic table conditions. Every component and rule solves a specific ergonomic bottleneck to keep the game fast, fair, and frictionless. The result is a compact, wickedly fast social game whose visual system turns cheeky wordplay into a shared comedic performance.

Credits

Michael Janzen
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