Hi, I’m Jessie James C. Parajes—an Information Technology student who mixes code, game design, 3D experiments, pixel art, interfaces, and motion into work that feels alive.
code + color + curiositycurrently building weird little worlds →
01 / About the maker
Half logic. Half imagination.
RUSHGUARD
I enjoy the space where systems become experiences—where a working interface can still have personality and a game mechanic can tell a story.
What’s in my sketchbook?
I’m pursuing a Bachelor of Science in Information Technology at PHINMA Cagayan de Oro College. My work moves between full-stack development, mobile applications, game development, UI/UX, digital assets, and multimedia editing.
I learn by making: sketch the idea, build the rough version, test the feeling, then polish the details until the experience clicks.
Build
JavaScript, PHP, React, Flutter, HTML, CSS, MySQL
Play
Unity, C#, gameplay systems, pixel animation
Shape
Blender, Three.js, 3D characters and environments
Polish
Figma, Photoshop, Illustrator, Premiere, After Effects
02 / Selected experiments
The messy, colorful archive.
Four corners of my creative practice. Use the arrows, wait for the pages to turn, or click any artwork for a closer look.
built from boxes, bolts & attitude
Robots Design 3D animation.
A lineup of stylized 3D enemies and allies designed around clear combat roles. Shape language, color blocking, and exaggerated equipment make every unit recognizable before it even moves.
Define each robot’s purpose, personality, and readable combat silhouette.
Three.jsCharacter design3D animation
01
tiny frames, big personality
Pixel people in motion.
Directional character studies built frame by frame for a school-themed game world. Each pose explores readable silhouettes, consistent uniforms, and expressive movement at a tiny scale.
Choose two student personalities that remain recognizable at a tiny scale.
Pixel artSpritePiskel2D animationGame assets
02
every frame earns its place
Editing Ideas Into Motion.
Typography and visual experiments made in the editing room. I use timing, camera movement, layering, and contrast to give simple graphic elements a stronger voice.
Choose the message, mood, and visual rhythm the edit should communicate.
After EffectsPremiere ProMotion designVideo editing
03
clarity for every click
Designed for Real-World Workflows.
Wireframes and working screens for a teacher-room attendance platform. The goal: turn schedules, QR verification, location signals, and live room data into an interface people can understand at a glance.
Map the attendance problems, users, and information each screen needs.
FigmaUI/UXWireFrame
04
03 / How I make
From scribble to screen.
My process stays playful, but every experiment has a purpose.
01 ✎
Notice
Find the useful problem, strange detail, or visual idea worth exploring.
02 ◌
Sketch
Map the flow, collect references, and make the rough idea visible quickly.
03 ⚙
Build
Prototype the interaction, system, or asset and test it in context.
04 ✦
Polish
Tighten the rhythm, hierarchy, motion, and tiny moments people remember.
04 / Send a paper plane
Have an idea? Let’s make it.
I’m open to student collaborations, creative development projects, multimedia work, and opportunities where technology can have a little more personality.