Jello

5+
July 2018 - August 2024
Unity

Overview

Jello began as a university entrance-test prototype built around a slinky-like jumping mechanic: the player pulls a joystick, releases it, and launches the jelly character through the level.

I rebuilt the project in Unity from 2018 onward, growing it from a side project into my graduation project and then into a full-time commercial production. Main development ran until August 2024, and I now maintain the released builds.

Jello shipped on Steam and Nintendo Switch, including Nintendo lotcheck certification.

Custom Physics

The movement in Jello is driven by custom character physics rather than standard platformer controls. I refactored the original prototype code into a production system, tuning elasticity, launch timing, collision behavior, and responsiveness so the character kept its unusual slinky feel while remaining predictable enough for authored challenges.

Project Management and Collaboration

Although I started Jello alone, it became a collaborative production over time. I worked with multiple concept artists, hired an artist as an employee, outsourced specialized tasks, and integrated their work into a consistent visual and gameplay direction.

In-Game Level Editor

I built an in-game level editor designed to let players create polished scenes quickly. Procedural decoration systems handle much of the presentation work automatically, so creators can focus on layout, flow, and gameplay without needing to manually dress every detail.