Inspiration

Our team wanted to reimagine how people stay motivated with everyday tasks. Traditional to-do apps feel flat and unengaging. On the other hand, monster collecting games create strong emotional investment through growth, bonding, and discovery.

We combined these ideas and asked a simple question: What if completing a real-life task allowed you to tame a monster?

Every task becomes a creature encounter, and finishing it transforms the wild monster into a companion. This connection makes productivity feel fun, emotional, and rewarding.

What It Does

Our project turns regular tasks into a collectible monster adventure.

Users can:

  • Create tasks that spawn wild monsters
  • Complete tasks to tame those monsters
  • Add new companions to their collection
  • The more productive you are, the more your collection grows.

How We Built It

We used a mix of Figma, SolidWorks, and Blender to bring the concept to life.

Figma (UI and UX)

  • Designed all screens including task creation, monster encounters, taming, and evolution
  • Built fully interactive prototypes using variants, components, and interactions

SolidWorks (Monster CAD)

  • Modeled the base monster bodies as 3D forms
  • Exported models for animation

Blender (Animation)

  • Rigged the SolidWorks models for movement
  • Rendered stylized animations for Figma integration
  • Exported frames for use inside our prototype

Challenges We Ran Into

  • Translating 3D models into a format that still looked good inside Figma
  • Making monster animations expressive without overcomplicating the CAD
  • Balancing productivity features with game mechanics so the app feels fun but still useful
  • Managing collaboration across CAD, animation, and UI design tools

Accomplishments We Are Proud Of

  • A fully interactive prototype that feels alive and emotionally engaging
  • Original 3D monsters modeled in SolidWorks and animated in Blender
  • A unique concept that blends productivity with creature companionship

What We Learned

  • How to move assets across SolidWorks, Blender, and Figma while maintaining quality
  • How game design principles can motivate real-life habits
  • How to create emotional feedback using animation and UI details
  • How to coordinate as a team across design, modeling, and animation
  • How to scope a playful game-like system inside a productivity tool

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