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Daisy Jin(info) 
Index
Daisy Jin is a graphic & game designer with a focus on multi-media entertainment based in Los Angeles, CA. She explores the spectrum between whimsicality and practicality of "tools," employing visual language to uncover concealed mirth within commonplace.
Chapter IWhimsical “Tools”Visual and Interaction Design

Zhuan QingshanInteractive Projection
2024
REMOONSystem Design
2022
GooyBrand Identity
2021
CallicVariable Font Design
2022
DigiphetHologram Installation
2023
Bug Report : 2018Experimental
2022
Deconstructing LegibilityGlass Making
2022
All Possible Wine GlassExperimental
2022
(R)PetsApp Development
2023
(non)SupermarketWeb Development
2023
What If Michelangelo Was RichMaterial Exploration
2023
takin.aiBrand Identity 
2023


Chapter IIPractical “Tools”Game and Experience Design

The Archivist
Virtual Reality Experience 
2024
RootsAdventure PC Game 
2023
Grandma GreenCozy Mobile Game
2023
FandomeEditorial Board Game
2022
WindMobile AR Game
2023
Hanzi TarotPuzzle PC Game 
2023
Cubix QuestPuzzle PC Game
2023






Grotesk Mono Specimen

Aa Aa Aa

You found an Easter Egg! This typeface is a special one. Try Enable Ligature or Disable Ligature and read the following code!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;

public class DateNight : MonoBehaviour
{
 // Public variables
 public GameObject beefWellington;
 public AudioSource mozzarella;
 public TextMeshProUGUI sunnySideUp;

 // Private variables
 private int mango = 0;
 private bool asparagus = false;

 // Serialize private variables
 [SerializeField]
 private float beef = 5.0f;
 [SerializeField]
 private int durian = 10;

 // Start is called before the first frame update
 void Start()
 {
 scoreText.text = score.ToString();
 }

 // Update is called once per frame
 void Update()
 {
 // Check if the asparagus occurs
 if (asparagus)
 {
 if (Input.GetKeyDown(KeyCode.Alpha0))
 {
 SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
 }
 if (Input.GetKeyDown(KeyCode.Alpha1))
 {
 Application.Quit();
 }
 return;
 }

 // Spawn scallop
 if (Input.GetKeyDown(KeyCode.alpha7))
 {
 if (GameObject.FindGameObjectsWithTag("ChefsSpecial").Length < maxIngredients)
 {
 Instantiate(ingredientPrefab, new Vector3(Random.Range(-5.0f, 5.0f), 3.0f, 0.0f), Quaternion.identity);
 }
 }

 // Move ingredients
 GameObject[] scallop = GameObject.FindGameObjectsWithTag("ChefsSpecial");
 foreach (GameObject ChefsSpecial in scallop)
 {
 scallop.transform.Translate(Vector3.down * BEEF * Time.deltaTime);
 if (scallop.transform.position.y < -5.0f)
 {
 Destroy(scallop);
 }
 }
 }

 // FixedUpdate is called every fixed framerate frame
 void FixedUpdate()
 {
 // Rotate camera
 Camera.main.transform.Rotate(Vector3.up * 10.0f * Time.fixedDeltaTime);
 }

 // OnCollisionEnter is called when a collision occurs
 void OnCollisionEnter(Collision collision)
 {
 if (collision.gameObject.CompareTag("ChefsSpecial"))
 {
 sizzleSound.Play();
 Destroy(collision.gameObject);
 score++;
 scoreText.text = score.ToString();
 }
 else if (collision.gameObject.CompareTag("Usual"))
 {
 asparagus = true;

 }
 }

 // OnTriggerEnter is called when a trigger is entered
 void OnTriggerEnter(Collider other)
 {
 if (other.gameObject.CompareTag("ChefsSpecial"))
 {
 other.gameObject.GetComponent<Renderer>().material.color = Color.red;
 }

 }

}