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JULES 3.0 Creative Design Assets Proposal

Transforming Learning Through Immersive Visual Storytelling

📋 Executive Summary

Project Vision

Transform JULES School of Fish from a traditional educational game into a visually stunning, emotionally engaging learning universe that adapts to each child's unique journey through computational thinking.

Design Philosophy

"Every pixel teaches, every sound encourages, every interaction delights"

Key Creative Objectives

🎨 Visual Evolution: Modernize while maintaining beloved brand elements
🎮 Engagement First: Design for 5-second attention capture, 20-minute retention
🌍 Global Inclusivity: Represent every child in our visual language
🧠 Cognitive Harmony: Align visuals with learning science principles
Performance Beauty: Stunning visuals that run smoothly on any device

🎨 Part 1: Current Asset Inventory & Analysis

Existing Character Assets

Table 54
Character
Current State
Files
Revamp Priority
Finn the Fish (Main Buddy)
2D sprites, limited expressions
45 PNG files
Critical - Complete redesign
Pearl the Oyster
Static images
12 PNG files
High - Add animations
Chompy the Shark
Basic animations
23 sprite sheets
High - Modernize
Sally the Seahorse
Minimal assets
8 PNG files
Medium - Expand
Crabby the Crab
Good condition
30 PNG files
Low - Polish only
Manta the Ray
Outdated style
15 PNG files
High - Redesign
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UI/UX Components Audit

Current Issues

❌ Inconsistent button sizes (ranging from 32px to 64px)
❌ No dark mode support
❌ Limited accessibility features
❌ Dated gradient styles (circa 2015)
❌ Non-responsive layouts
❌ No haptic feedback integration

Salvageable Assets

✅ Core color palette (blues/aqua theme)
✅ Bubble particle effects
✅ Wave animation patterns
✅ Underwater ambiance sounds

Game Environment Assets

Table 55
Game
Current Assets
Quality
Optimization Needed
ChompChomp
2D backgrounds, basic tiles
65%
High - Convert to modular system
PearlyWhirly
Static maze layouts
40%
Critical - Dynamic generation needed
CrabbyCatch
Good underwater scenes
75%
Medium - Lighting updates
MantaMatch
Card designs outdated
45%
High - Complete refresh
SallySort
Minimal backgrounds
30%
Critical - New environment
FinnExplore
Mixed quality
50%
High - Unify art style
There are no rows in this table

🚀 Part 2: Creative Vision & Design Strategy

2.1 Visual Design Language

"Depth & Delight" Design System

Core Principles:
Dimensional Depth: 2.5D aesthetic combining 3D characters with stylized environments
Emotional Intelligence: Every visual element responds to player emotions
Micro-Delights: 500+ tiny animations that surprise and engage
Adaptive Aesthetics: Visuals that evolve with player progress

Color Evolution

Primary Palette (Evolved)
Ocean Depths:
- Deep Sea Blue: #0A4DA3 → #0D5EBF (more vibrant)
- Coral Pink: #FF6B9D → #FF7FA3 (softer, accessible)
- Seaweed Green: #06FFA5 → #00D4AA (refined)
- Sandy Gold: #FFD93D → #FFCC3D (warmer)
- Pearl White: #FFFFFF → #F8FFFE (subtle tint)

Emotional Accents:
- Success Sparkle: #FFE66D (joy)
- Gentle Correction: #FFB4A2 (comfort)
- Discovery Purple: #B4A7D6 (curiosity)
- Focus Teal: #4ECDC4 (concentration)

2.2 Character Design Evolution

Finn the Fish - AI Buddy Transformation

Design Brief: Transform Finn from static mascot to dynamic AI companion with 50+ expressions
Technical Specifications:
Base model: 8,000 polygons (optimized for real-time)
Rigging: 45-bone facial rig for expressions
Texture atlases: 2048x2048 PBR materials
Expression states: Happy, Curious, Thinking, Encouraging, Celebrating, Concerned, Playful
Emotional Design Matrix:
Table 56
Emotion
Visual Cues
Animation
Sound
Joy
Wide eyes, big smile
Bouncing motion
Giggle
Curiosity
Head tilt, raised fin
Slow orbit
"Hmm?"
Encouragement
Warm glow, soft smile
Gentle nod
"You can do it!"
Thinking
Bubble thoughts above
Chin scratch
Bubble pops
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2.3 Environment Design System

Adaptive Learning Worlds

World 1: Coral Classroom (Tutorial Zone)
Mood: Welcoming, Safe
Palette: Warm pastels
Interactive elements: 50+ clickable discoveries
Lighting: Soft, dappled sunlight through water
World 2: Algorithm Reef (Logic Games)
Mood: Structured, Clear
Palette: High contrast for clarity
Interactive elements: Modular puzzle pieces
Lighting: Even, focused illumination
World 3: Pattern Cove (Pattern Recognition)
Mood: Rhythmic, Musical
Palette: Harmonious gradients
Interactive elements: Synchronized animations
Lighting: Pulsing with rhythm
World 4: Debug Deep (Problem Solving)
Mood: Mysterious, Rewarding
Palette: Deep blues with glowing accents
Interactive elements: Hidden treasures
Lighting: Dramatic spotlights

💫 Part 3: Animation & Motion Design

3.1 Micro-Interaction Library

Core Animations (60 FPS targets)

Button Interactions:
Hover: Scale 1.0 → 1.05 (ease-out, 200ms)
Press: Scale 1.05 → 0.95 → 1.0 (bounce, 300ms)
Success: Ripple effect + particle burst
Disabled: Grayscale fade (150ms)

Character Reactions:
Idle animations: 8 variations cycling every 3-5 seconds
Success celebrations: 12 unique animations
Hint animations: Subtle pointing, looking gestures
Failure comfort: Gentle pat, encouraging nod

3.2 Transitional Animations

Scene Transitions:
Wave wipe (400ms)
Bubble transition (500ms)
Depth fade (300ms)
School swim-through (600ms)
Loading Animations:
Swimming fish progress bar
Bubble pop countdown
Treasure chest opening
Pearl formation

🎵 Part 4: Audio Design Strategy

4.1 Adaptive Soundscape System

Dynamic Music Layers:
Base melody (calm exploration)
Percussion layer (adds with success)
Harmony layer (complexity increases)
Celebration layer (achievement moments)
File Optimization:
Format: OGG Vorbis for music, WAV for SFX
Compression: 128kbps for music, uncompressed for short SFX
Total budget: 20MB (12MB music, 8MB SFX)

4.2 Voice Design for AI Buddy

Finn's Voice Characteristics:
Tone: Friendly 8-year-old
Languages: English, Mandarin, Spanish (initially)
Emotional range: 7 distinct moods
Processing: Real-time pitch modulation
Key Phrases Library:
Encouragement: 50 variations
Hints: 30 contextual options
Celebrations: 25 unique reactions
Comfort: 20 gentle responses

🛠️ Part 5: Technical Asset Pipeline

5.1 Asset Production Workflow

graph LR
A[Concept Art] --> B[3D Modeling]
B --> C[Texturing]
C --> D[Rigging]
D --> E[Animation]
E --> F[Unity Integration]
F --> G[Optimization]
G --> H[QA Testing]
H --> I[Deployment]

5.2 Optimization Standards

Texture Specifications:
Characters: 2048x2048 max
Environments: 4096x4096 (atlased)
UI elements: 512x512 sprite sheets
Compression: ASTC for mobile
Polygon Budgets:
Main characters: 8,000 tris
Background characters: 3,000 tris
Props: 500-1,500 tris
Environments: 50,000 tris per scene
Performance Targets:
Draw calls: <100 per frame
Texture memory: <150MB
Loading time: <3 seconds
Frame rate: 60 FPS consistent

📊 Part 6: Implementation Roadmap

Phase 1: Foundation (Weeks 1-4)

[ ] Design system documentation
[ ] Color palette finalization
[ ] Typography selection
[ ] Core UI components
[ ] Finn character redesign

Phase 2: Core Assets (Weeks 5-8)

[ ] All character models
[ ] Environment base assets
[ ] Animation library (basic)
[ ] Sound design foundation
[ ] UI implementation

Phase 3: Polish (Weeks 9-12)

[ ] Advanced animations
[ ] Particle effects
[ ] Adaptive features
[ ] Localization prep
[ ] Performance optimization

Phase 4: Integration (Weeks 13-16)

[ ] Unity implementation
[ ] Testing and refinement
[ ] Accessibility features
[ ] Final optimization
[ ] Documentation

💰 Part 7: Budget Breakdown

Asset Creation Costs

Table 57
Character Design
6 main + 20 secondary
6 weeks
$45,000
Environment Art
6 worlds, 50+ scenes
$60,000
UI/UX Design
Complete system
$30,000
Animation
500+ animations
$55,000
Sound Design
Music + SFX
$25,000
Voice Acting
3 languages
$15,000
Asset Optimization
Technical work
$10,000
Quality Assurance
Testing + iteration
$20,000
Documentation
Style guides + specs
$8,000
Contingency
15% buffer
$40,200
TOTAL
$308,200
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Resource Requirements

Core Team:
Creative Director (1)
Senior Character Artist (2)
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