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Magic Wand

Project Type

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Engine/Software

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Language

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Role

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Features

: Freelance, client project

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: Unity3D

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: C#

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: App developer

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: Character customisation

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: 3D mesh generation

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: Organised inspector

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About

Magic Wand is a mobile app designed by indie company as part of their new marketing campaign. The company set to teach people the art of Amigurumi. The app allows users to customise a character/creature they want and have the options to choose between buying a ready-made Amigurumi, the digital instructions to make the Amigurumi, and both the digital instructions and materials needed to make the Amigurumi. Unfortunately, the project  was dropped due to various reasons.

Character customisation

The main feature of Magic Wand is to be able to customise an Amigurumi. However, unlike most character custormisation for making humanoid character, this app has a restriction. Depending on the body type selected, different body parts will be available for custommise.

 

For example, if a four-legged body type is selected, the users will not be able to see the option of changing the arm. Whereas if a two-legged body type is selected, the users can then change the arm to their liking. 

CHARACTER CUSTOMISATION

3D mesh generator

In the art of Amigurumi, the size of the Amigurumi is determined by the number of stitches. In order to keep the models as close to the actual size of the Amigurumi, the client requested a system where all they need to do is to input the instructions of each Amigurumi part and the model can be generated.

 

By treating each quad of the 3D model as stitches of the Amigurumi, I managed to create a system to generate a 3D model that resembles the shape of its actual Amigurumi counterpart. However, there is still a crucial restriction for the system, which is that it cannot generate anything that is not an ellipse shape.

3D MESH GENERATOR

Organised inspector

As there are variables that needed to be serialised in the inspector to shorten the loading time, the inspector gets a little messy/confusing to look at if it is not organise/group properly. With a little help of the [Header ()] and [Space ()], I am able to separate the variables to make it less messy.

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Since the App is mainly about creating a character with 'modular parts', new assets will definitely be added as time passes and should be added in easily. And doing it one by one in the inspector is of course not a smart move in this case. However, there is still a need for a few settings to be done for each assets. So I made use of the [ContextMenu ()] to serialise each asset into the inspector. Then from there, minimum adjustment can be made for each of those assets.

ORGANISED INSPECTOR
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