
Project Castronaut
Project Castronaut
I fully developed "Tamagotchi pet!" Castronaut is a fully interactive robot that I modeled, animated, and wired functional games and batteries for entirely on Figma!
You can play, walk, and explore with him, and even find treats along the way!
I fully developed "Tamagotchi pet!" Castronaut is a fully interactive robot that I modeled, animated, and wired functional games and batteries for entirely on Figma!
You can play, walk, and explore with him, and even find treats along the way!
Medium:
Softwares Used:
Link: (If applicable)
Medium:
Softwares Used:
Link: (If applicable)
© Bea (Ysabella) Amurao 2026
© Bea (Ysabella) Amurao 2026
© Bea (Ysabella) Amurao 2026
Graphic Identity
Graphic Identity
The narrative goal of the branding was to build a world around a robot that could be playful and social for the kid friendly audience while still fitting into a narrative. Castronaut is built by humans and needs you to raise him in order to be trained for travel and communications in space.
The narrative goal of the branding was to build a world around a robot that could be playful and social for the kid friendly audience while still fitting into a narrative. Castronaut is built by humans and needs you to raise him in order to be trained for travel and communications in space







Graphic Identity
The narrative goal of the branding was to build a world around a robot that could be playful and social for the kid friendly audience while still fitting into a narrative. Castronaut is built by humans and needs you to raise him in order to be trained for travel and communications in space.







Sketches
Sketches
Sketches
For my character, I wanted a welcoming visual that also holds potential for strong narrative. I wanted both the character and UI to have a lovable feel. Instead of regular keyboard controls, I also wanted to build a console that felt similar to old handheld consoles that gave a nostalgic feel.
For my character, I wanted a welcoming visual that also holds potential for strong narrative. I wanted both the character and UI to have a lovable feel. Instead of regular keyboard controls, I also wanted to build a console that felt similar to old handheld consoles that gave a nostalgic feel.
For my character, I wanted a welcoming visual that also holds potential for strong narrative. I wanted both the character and UI to have a lovable feel. Instead of regular keyboard controls, I also wanted to build a console that felt similar to old handheld consoles that gave a nostalgic feel.





Rather than tapping the screen or keyboard, users would tap buttons directly on the case like a real handheld. I built the control to echo the design of the character.
Rather than tapping the screen or keyboard, users would tap buttons directly on the case like a real handheld. I built the control to echo the design of the character.
Rather than tapping the screen or keyboard, users would tap buttons directly on the case like a real handheld. I built the control to echo the design of the character.
Iterations
Iterations
Since there is such a wide variety of possible interactions, it was vital to map out the user flow in order to break down and simplify the interfaces on each screen.
Since there is such a wide variety of possible interactions, it was vital to map out the user flow in order to break down and simplify the interfaces on each screen.



Reflection
Reflection
Brief descript of what you did here
Brief descript of what you did here
