Techniques
The assignment emphasized the importance of learning new techniques, so we tried to learn as much about blender as possible, and to use as many tools within blender as possible:
All assets were modeled by us, using blender primitives and the built in edit system
The ball uses an active rigidbody, and the plane that represents the road and grass uses a passive rigidbody, to use physics and gravity in the scene.
At the moment the ball switches, the replacement cube does not use a rigidbody, but is fully hand animated.
The "toonami" is a particle system.
The blue building has two sheets draped from its balconies, each use cloth physics.
The Skybox, pier bricks, and building bricks used blender's procedural texturing system.
The trees in the scene use the blender sapling gen system.
Replacing complex objects with their simplified pairings is achieved using some sleight of hand, and keyframe scale animations. An object pairing shares a position and rotation, but one is scaled to 0 until the moment the ball passes, at which point the it scales to normal size as the other scales to 0. We also manipulated the animation curves to have the simplified object scale briefly over 100%, for a cartoony bouncy feel.
The road and grass texture for the ground plane was made in photoshop