AR Game / System Design / Unity

Personal /
Carbon Neutral

A speculative carbon-reduction game system that turns everyday low-carbon behavior into resources for AR battles.

Role
Solo Project
Year
2022
Focus
System Design / AR Prototyping / 3D
Tools
Unity / Vuforia / C# / Cinema 4D

/01 System

Turning Carbon
Into a Game 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

Personal Progress

Individual progression

Collective

LCM

Collective city boss

Conceptual game system from low-carbon behavior and resources to personal monsters, player actions, personal progress, and a collective city boss.
Concept System
Tracking · Resources · Collection · Progression · City aggregation
Built Prototype
AR placement · Encounter · Battle interaction

/02 Visual Metaphor

From Personal
to Collective

The system shifts scale from player-specific carbon creatures to a shared city-level opponent.

SCM

Small Carbon Monsters

Personal emissions represented as player-specific creatures.

LCM

Large Carbon Monsters

Combined city emissions represented as a shared boss.

What begins as an individual footprint becomes a collective opponent.

Built Prototype

/03 Play

From System
to Play

The conceptual system became tangible through one focused implementation: a working AR encounter and battle loop.

  1. 01

    Detect surface

  2. 02

    Place encounter

  3. 03

    Engage

  4. 04

    Attack

  5. 05

    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

From Visual Idea
to Working Asset

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

Concept Development
System Design
Game Mechanics
Visual Design
3D Asset Development
AR Prototype
Unity Development
UI / Animation
/01 Next Project

Signie

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.