A project of Big Immersive

Mojo Shooter is a compact augmented reality (AR) game centered around a biohazard outbreak caused by a science experiment gone wrong. Players must stop virus-carrying mutant creatures—known as Mojos—from escaping their lab headquarters and releasing chaos into the world. With time running out and a powerful blue “boss” generating endless clones, it’s a race against infection.
This project gave me the opportunity to work across nearly all creative areas: from 3D modeling and texturing, to UI design, particle integration in Unity, and narrative collaboration with the producer. Because AR games require a clean and readable visual language, I worked closely with both the design and development teams to ensure clarity, minimalism, and immersion. I also storyboarded and created the game’s animated intro sequence to introduce players to the world and their mission in a short, punchy format.

Intro Sequence

This intro sequence is to let the player into a little bit of the background before immersing them into the gameplay. I made this sequence by first setting up each particular scene inside Autodesk 3DS Max and then rendering out the images. Then I added a few effects and color highlights inside photoshop and then created this short reel to give a quick overview before starting the game.

Game start intro sequence

UI Visual Art Mockups

The static UI mockups below represent the interface I designed and illustrated for Mojo Shooter. Since AR overlays digital visuals on a real-world backdrop, I focused on semi-transparent elements, flat highlights, and bold shapes to ensure usability without visual clutter.

Game Logo
Main menu screen
Level select screen
Heads up display
Ingame overlay: Paused
Level Clear
Game Over
Ingame popups
Rifle
Rocket
Machine Gun
Ingame icons

3D Models

I modeled and textured all the 3D assets featured in the game, from characters and environment props to key interactables. The assets were concepted from scratch and built with a stylized, slightly exaggerated look to suit the game’s energetic tone. Below are rendered samples of these assets in various stages of development.

Yohki Mo Lab Clone Quarters
Building modeling and texturing
Health
Rocket
Machine Gun
Powerups modeling and texturing
Rocket: Destroyer
Rocket: Virus
Rockets modeling and texturing
Mojo Type: Male
Mojo Type: Virus
Mojo Type: Female
Enemy types modeling and texturing
Mojo Type: Boss
Boss enemy modeling and texturing

Design Process And Decisions

Moodboard & Visual Direction:

Designing for AR posed interesting challenges—especially around visibility and interaction clarity. I pulled inspiration from mobile HUDs and sci-fi interfaces, landing on a hybrid look that mixes flat 2D UI shapes with soft-edged 3D elements. Most UI panels were partially transparent, allowing the physical space around the player to remain visible while still delivering core game info.

Moodboard

Typography:

Font : Cars
The font I chose for Mojo Shooter was Cars—a bold, playful typeface with a touch of cartoon energy. Given that the game isn’t text-heavy, I wanted something readable and expressive without needing much styling. It worked well for UI labels and titles, adding to the overall sense of urgency and fun.

Typography

Color Palette:

Blues from the Yohki Mo lab environment served as the primary color for the interface, anchoring the visuals with consistency. For contrast and feedback states (e.g. "Level Clear", "Game Over"), I used a mix of saturated secondary colors to give punch without overpowering the AR scene.

Color Palette