Jell-O Played

Jell-O Monster AR Video Trailer

Story Starting

Story Ending

3D Environment Demo

My Jelly Don't Jiggle Jiggle ~
Festival Animation

My Jelly Don't Jiggle Jiggle ~
Festival Animation

Dr. Gelatin - The Crazy Jell-O Scientist

Start Menu Background Animation

Eye version 4 animations and rigs

Eye version 3 animations

Eye Rig - version 3

Eye Rig - version 2

Eye Rig - version 1

Concept Art - Customization

Logo Animation

Logo Animation Demo

Team Logo

Team Logo

Eating Animation

Colors and Accessories

Colors and Accessories

Upgraded Mouth models

Upgraded Mouth models

Geometry Node Example Version 1

Geometry Node Example Version 1

Jell-O Played

Project: 
The Experience Design Process (https://projects.etc.cmu.edu/jell-o-played/)
Client: 
Deeplocal (https://www.deeplocal.com/about )
Instructor: 
Moshe Mahler (https://www.etc.cmu.edu/blog/author/mmahler/) 
David Culyba (https://www.etc.cmu.edu/blog/author/dculyba/)
Team (Sort in alphabetical order of Last Name): 
Qisheng Chen (3D Artist) https://qishengc.artstation.com/ 
Jingyuan Kang (Co-Producer, Programmer) https://www.nbkangjingyuan.com/ 
Sarah Kim (UI/UX Designer) linkedin.com/in/sarah-nahyunkim 
Jialu Sun (Lead Programmer) https://jialusun0618.com/ 
Jia(Nancy) Xing (UI/UX Designer) http://nancyxing.com/ 
Yilin(Tilly) Zuo (Producer) https://www.tillyzuo.com/
Project Description: 
Jell-O Played is a Deeplocal partnered project focused on making the famous gelatine dessert, Jell-O, into a playful and tangible experience that promotes interactive play among kids and parents. We aim to achieve this by incorporating digital technology with the dessert and testing its durability supported by research and experimentative space.
Week 1 - 3: 
I worked on the Logo design with Blender and its animation while participating in different team meetings. Since my role did not fit with the project's initial phase, I decided to help with the research and consider possible future art styles. As we decided to process with Jell-O Creature Lab with AR technology, I started to create concept art for our future team discussions.
Week 4 - 6: 
Based on some simple ideas about what makes a regular monster, I worked on the limbs animations, eye animation, and mouth animation for the future requirement of monster creation. They are the first version I made for both programmers and UI/UX designers to work on their tasks. While I was working with our technical member, we tested different methods to attach various decorations to our image-generated body.
Week 7: 
In order to break our limited imagination of children's creativity, I made a Geometry Node in Blender to generate different art concepts for our team. It can also help us think about how we can achieve some of the effects with programmers in Unity and provide specific details about customizing monsters for designers.
Week 8: 
Keep polishing the 3D assets we used for game experiences such as color shaders and decorations. I redesigned the model and the rig of the monster's eyes and made 8 different animations for it, which is the second version. In addition, I animated concepts about interaction phases like eating with Jigglers.
Week 9 - 10: 
Designed and created animation backgrounds for game menus and storylines. With my auto-generated monster body system and the new version of eye rigging, I made 4 different shapes of Jelly Monster for starting menu animation. In order to enrich the storyline, I designed and created a 3D character, Dr. Gelatin, to represent the crazy Jell-O Scientist, which is fully rigged and animated. Also, I created a 3D environment similar to a laboratory in cartoon style for Dr. Gelatin so that I can create multiple animations based on our future design.
Week 11 - 13: 
With the complete storyline, I rendered a sequence of animations, from the introduction of the Jell-O creation lab (AR) to the ending of Dr. Gelatin giving thumbs up for players' monster creation. I also assist with UI design and video production with specific requests. For instance, I rendered static images of Dr. Gelatin standing and pointing to the dialog box in Unity for UI design. For the video trailer, I adjusted the resolution of all animations to fit the requirement and rendered new animations of Dr. Gelatin and the lab. 
In addition, I upgraded all customization items (e.g., eyes, mouths) with new riggings and animations. Now they look better during gameplay and lots of playtesters love their weirdness. Also, I made four particle systems that can reflect four different emotions (e.g., surprise, feisty, sadness, and happiness) based on our storyline design in Unity.
Week 14: 
Final Presentation week, which shows our whole production process and the feedback from our playtesters. We even had a open house in Deeplocal.