I enjoy reading and watching shows, listening to music, playing puzzle and adventure games, and participating in board games. I also practice yoga, which helps me reflect and stay mindful. These activities inspire my creative work and often influence the characters and worlds I design.
I am currently involved with 3D modeling, 3D animation, motion graphics, and motion capture. I also work with laser cutting, design ideation, and programming to develop and prototype ideas from concept to realization. These processes allow me to explore both the technical and artistic aspects of creating interactive and tangible objects.
As an animator, I’m drawn to expressive characters, symbolic visuals, and environments that reflect emotional states or personal journeys. I am particularly interested in how movement, color, and sound work together to transform a simple moment into a meaningful story. I often explore themes of transformation, identity, and emotional growth through animation and motion design.
I am deeply concerned with the lack of awareness and resources for mental health, especially tools for emotional regulation and healthy conflict management in challenging family environments. I am also motivated to address stigmas around therapy and counseling, seeking ways to make emotional growth and support more accessible, especially to younger audiences.
How might 3D modeling and printing be used to create expressive, tactile characters that communicate emotion and personality while supporting educational storytelling?
My research will result in the design and 3D printing of characters that are expressive, engaging, and functional as tangible objects. I will explore how scale, form, materials, and finishing techniques affect the readability and emotional impact of these characters. The final 3D-printed pieces will serve as prototypes for interactive storytelling and educational experiences, demonstrating how digital design and physical fabrication can enhance learning and engagement.
Historical and Contemporary Precedents:
Artists and designers who combine narrative and 3D form, such as Paolo Buggiani (interactive sculptures)
Laika studio's character designers for films like Kubo and the Two Strings and Coraline who focus on emotional expressiveness
Youtube artist forgeCore who makes usable 3D prints, such as 3D portable book games and practical accessories
Significance: This project explores how digital character design can move beyond the screen and become tangible, interactive objects. As someone interested in animation, storytelling, and game design, I am interested in how physical prototypes can support narrative experiences and learning tools. By using 3D modeling and printing to create characters, this project connects digital media design with fabrication processes in the Makerspace. It also investigates how tactile objects can support engagement and emotional connection, especially for younger audiences.
Evaluation Criteria: This project will be evaluated based on the development of the design process, including concept sketches, 3D modeling, prototyping, and final printed objects. The work will be compared to character prototypes and small-scale maquettes used in animation and game design workflows, where early physical models are created to explore form, personality, and usability. Rather than aiming for a finished commercial product, the goal is to demonstrate thoughtful experimentation with visualization and prototyping tools, as well as how effectively the digital designs translate into physical objects.
Timeline / Reverse Calendar:
Concept sketches, reference gathering, and initial 3D scans: March 23 – March 31
During this stage, I will collect references for character design and scan several squishy toys that I plan to use as base forms. These scans will be cleaned and prepared for modeling.
3D modeling and cleanup of characters: April 1 – April 10
Refining scanned models and adjusting forms to create expressive characters suitable for prototyping.
Prepare models for 3D printing and produce a small test prototype: April 11 – April 17
Refinement (if needed) and final prints: April 17 – April 25
Presentation preparation and documentation of process: April 25 – May 1
Preliminary Research:
Gather references of expressive characters and physical character prototypes, explore available materials and printer capabilities, and study scale and proportion to ensure the characters function well as tactile objects.
Process Organization:
Concept development and 3D scanning → 3D model cleanup and refinement → Test printing → Iteration and adjustments → Final 3D prints → Documentation and presentation.
Materials, Space, and Budget:
Software: Blender, Meshmixer, Photoshop / Illustrator
Equipment: 3D printer, finishing tools
Space: ASU 3D Labs / Innovation Hub
Budget: $50–$100 for filament, resin, and finishing materials
On-campus Resources: ASU Chandler Innovation Center 3D printers, laser cutter, and fabrication tools
Feasibility & Alternatives:
Deal breakers: Printer availability, material shortages, or printing time.
Alternatives: If printing access becomes limited, I may reduce the scale or number of printed characters. I can also simplify models to reduce print time or explore laser-cut elements where appropriate. If necessary, I will present a combination of physical prototypes and high-quality digital renders to demonstrate the final designs.