SCM
Small Carbon Monsters
Personal emissions represented as player-specific creatures.
/01 System
Instead of presenting carbon emissions as abstract numbers, I explored how everyday low-carbon behavior could become part of a playable resource system.
Low-Carbon Behavior
Everyday actions
Resources
Coins · Power · EXP
SCM
Personal carbon monsters
Purify / Collect / Battle
Player actions
Personal Progress
Individual progression
LCM
Collective city boss
/02 Visual Metaphor
The system shifts scale from player-specific carbon creatures to a shared city-level opponent.
SCM
Personal emissions represented as player-specific creatures.
LCM
Combined city emissions represented as a shared boss.
What begins as an individual footprint becomes a collective opponent.
Built Prototype
/03 Play
The conceptual system became tangible through one focused implementation: a working AR encounter and battle loop.
Detect surface
Place encounter
Engage
Attack
Enemy response
Technology
Unity / Vuforia / C# / Animator / UI / Character Animation
The wider carbon system remained conceptual; the AR battle loop was developed as the working prototype.
/04 Build
Technical problem solving meant preserving the character idea while changing how the asset was built.
I initially explored a particle-based visual treatment in Cinema 4D. When the effect could not transfer reliably into Unity, I simplified the asset pipeline and rebuilt the visual as a Unity-ready model.
C4D Particle Test
Transfer Limitation
Unity-Ready Model
Solo Project
2025 · Mixed Reality / Hand Tracking / ASL Learning

An immersive ASL learning and translation system built around real-time hand tracking, micro-gestures and AI-driven feedback.