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.
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 –
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 popup: Paused –
Level Clear
Game Over
– Ingame popups –
– Ingame icons –
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 –
– Powerups modeling and texturing –
– Rockets modeling and texturing –
– Enemy types modeling and texturing –
Mojo Type: Boss
– Boss enemy modeling and texturing –
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 –
After assembling the UI and 3D assets, I moved into Unity to prep them for handoff. I implemented and fine-tuned several particle effects to match the game’s sci-fi vibe, using and modifying assets from the Unity store. While optimization work was paused due to a shift in project priorities, I coordinated with the developer to ensure flexibility in visual effects going forward. A video sample of the current particle implementation is shared below.
– Video recorded from Unity Game Engine –