โDr. Jelly and Kobeโ is a third-person platformer developed via the Unity engine. The game's aesthetics transport players to a vibrant, whimsical world where they guide Kobe through perilous obstacles and imaginative environments.
Dr. Jelly is an alien scientist on a mission to collect babies from Earth for his research. His first target is Kobe, but capturing him proves to be far more challenging than anticipated.
As a team, we navigated a wide spectrum of obstacles, from unifying contrasting visual visions to implementing complex character AI. My primary challenge resided in developing the intelligence for Dr. Jelly and ensuring the game remained performant across diverse platforms.
During the development of "Dr. Jelly and Kobe," I took a leadership position in shaping the end-to-end user experience and governing the fundamental mechanics of the game's level progression.
From initial concepts to complex character logic, exploring the iterative process of bringing the world of Kobe to life.
Defining the visual aesthetics and character traits that bring personality to the game's whimsical environments.
The journey began with hand-drawn sketches on paper, allowing us to rapidly iterate on level flow and character narratives before moving into the digital workspace.
A detailed breakdown of coins and platforms positioning within the bonus level. This phase focused on maximizing player flow and reward-density to create an exciting, fast-paced atmosphere.
Collecting a threshold of Jellies triggers a transition to the Bonus Level, where players can maximize their score by gathering exclusive Macaron rewards in a high-intensity environment.
We pivoted away from these initial designs as they were either visually distracting or lacked the depth required for a professional mobile game. The finalized versions prioritize aesthetic harmony and incorporate a parallax effect to create an immersive, multi-layered sense of environment.
The Functional Flow-board acts as the structural foundation of the project, mapping out the core user journey through every primary activity and screen in the game.
This Decision Tree Diagram captures the core thinking patterns of our users. By using the Think Aloud Method, we visualized player logic and decision pathways to refine survive-or-fail mechanics.
From the first interaction, the interface is designed for immediacy. A simple one-click start launches players directly into the action, ensuring minimal friction between the menu and the "childish world."

Unlike traditional infinite runners, "Dr. Jelly and Kobe" features a definitive win state. The Victory Screen celebrates player progress by displaying a detailed count of all Jellies and Macarons collected.

The stakes are clearly defined in the Game Over state. If Dr. Jelly successfully captures Kobe, the screen immediately triggers, reinforcing the project's core tension and risk.

The Pause Menu grant players full control over their session. It features three intuitive options: Home for menu navigation, Reset for an instant retry, and Resume to dive back into the chase.

To ensure player clarity, a dedicated Tutorial Guide was developed. This screen introduces the various interactive objects within the game, clearly defining their functions and impact on Kobeโs journey.

A tailored PC Tutorial provides desktop-specific control schemes, ensuring a smooth transition for players using keyboard and mouse inputs.

To optimize the mobile experience, a dedicated Mobile Tutorial was developed. This guide ensures intuitive touch-based interactions for a seamless transition to handheld play.

This Initial Unity Prototype focused on verifying core object functionalities and determining the optimal chase balance between Dr. Jelly and Kobe (represented here by a placeholder cube). This phase was critical for fine-tuning player-to-AI spacing.
The Final Project Showcase presents the completed vision of "Dr. Jelly and Kobe." This gameplay footage demonstrates the seamless integration of character AI, environmental aesthetics, and adaptive UI systems.