Illustrator & UX Designer
Designing at the
edge of system
and canvas._
I design interfaces like I used to paint on canvases. Every line intentional, nothing wasted, personality intact.
View works โProjects
ยท 0 works
Figma TUI Design System
A basic design system made in Figma for building modern terminal user interfaces. Includes 40+ components, ASCII box drawing library, modular patterns, and complete documentation. Perfect for CLI tools, developer tools, and retro-style applications.

์ฒ๋์ (Reincarnation, 2026)
From January 2026 to May 2026, I was responsible for creating concept art and animated illustration, along with art direction for an indie short animated film directed by Min Chung. Working closely with the director, I expanded the initial concept into cohesive visual assets that maintain consistency in tone, mood, and narrative across the film.
The project explored a traditional Korean shamanic ritual, so the visual language was heavily influenced by Korean folk paintings and traditional colour palette (Obangsaek; blue, red, yellow, white and black). The clothing of the two characters, the shaman and the masked spirit, was also based on Korean traditional costumes: the shamanic dress "Mubok" and the Korean traditional mask "Tal" and mask dance costume. I iterated between different facial structures and accessories, continuing communication with the director to support the best visual outcome. To create cohesion with backgrounds made using hanji (Korean traditional paper), I layered scanned hanji textures over digital drawings to help unify the mixed-media aesthetic.
Although the project initially leaned toward a more narrative-driven approach, it evolved into a more abstract and experimental animated piece, and I adapted the visual direction accordingly. My role bridged cultural research, visual development, and art direction to shape the film's final aesthetic.
Screenings
Toronto Made: The World in a City (June 2026)
Arras Film Festival (November 2026)
Lionfish
Personal digital illustration exploring composition and light. Drawn with Photoshop
A case study focusing on improving search and filter patterns of a marine natural product database - Brainstorming and Concepts
Scientific databases reject mistakes instead of teaching from them. CMNPD gives researchers a powerful query builder, but only if they already know every parameter. I redesigned the search and filter flow so professionals and students researching marine natural products can navigate confidently without needing to master the system's internal logic first.
Bath Relief - Packaging Design
Team: Julia Juyon Song, Jade Cho, Gahyun Lim
Packaging design iteration, team communication & document QA as part of a three-person student team, I contributed to the packaging design iteration process; exploring visual directions across multiple layout and label concepts. I also served as the communication bridge between team members, relaying feedback and keeping the project moving through challenges. Toward the final stages, I went through English copy review and full document QA across all deliverables.
The project moved through several distinct phases: market research and competitor analysis, brand strategy development, name exploration, and packaging iteration. My primary contribution was in the iteration phase, working through label layout variations across the three scent lines (On the Cloud, Floating on the Ocean, Thick Forest), testing how photography, typography, and color could carry the brand's sensory concept across a cohesive product family.
The final product was a fully resolved packaging system: three scent variants, custom dielines with an integrated bath orb holder, and a bilingual label system ready for retail shelf context. The presentation covered the full pipeline from market research to physical mockup.
This project taught me that design work and team dynamics are inseparable. Keeping communication clear under pressure is its own skill โ and one that's easy to undervalue until it's the thing holding everything together.
Looped & Loaded - Character & Environment
Participated in Boss Rush Jam 2025 as a enemy character designer & texture artist.
I was responsible for making different enemy characters and painting textures for 3D assets in-game. I decided to further develop one of the character Koji, and his dive bar. I focused on iterating further and giving personality on his outfits and dive bar props after the jam ended.
As the enemy character designer, my challenge was building opponents that felt distinct from Mai while still belonging to the same rhythm-soaked city. Koji and Naomi had to read as threats the moment players saw them: visually bold, culturally grounded, and immediately different from the hero they were playing as.
Working within an 11-person team, I owned the visual identity of the game's enemy cast. That meant designing Koji and Naomi from concept through to texture-ready assets, while staying in sync with the 3D pipeline and the game's broader Japanese Y2K street aesthetic.
The goal was to build a character who felt like he owned the block, someone whose silhouette alone communicated confidence and opposition.
KRWZ: Black Market Environment
Environment concept art of a small hidden market in the ship where the merchants sell illegal goods. Designed to feel cramped, lived-in, and deliberately out of sight.
KRWZ: Hotel Environment
Interior concept art of a space cruise ship doubling as covert transport for displaced people en route to the black market. The environment is designed to hold two truths at once: the polished facade passengers are meant to see, and the reality underneath. Designed to contrast public-facing glamour with the quiet desperation of its real purpose.
Stars Don't Die - Character Design
Participated in Scream Jam 2024 as a concept artist.
Created a character concept and visual identity including logo and key illustrations for a psychological horror game based on design briefs written by the narrative director.
Starburst
Digital illustration done in Photoshop.
the doll
Animated Illustration.
reborn
Animated Illustration.
Amphibitopia
Personal project where I created two attraction vehicle designs inspired by swamp animals. The goal was to let each animal's form and personality drive the design rather than working from a generic vehicle base.
Hansel & Gretel - Location Redesign
A location redesign for Hansel & Gretel โ the witch's candy house reinterpreted through the lens of a beached whale carcass. (Less sugar, more salt...?)
Side-scroller
Background and character design for a fictional mobile side-scroller game that takes place in an ancient ruin.
Personal Sketches
Recent personal sketches
About
Where the interface
meets the brush.
Hello! My name is Jade. I am an illustrator & UX designer from Korea, now based in Montrรฉal. I focus on crafting terminal interfaces and illustrating experiences.
Currently working on: Personal Projects
Available for freelance ยท hello@choja.design
Contact
Open to collaborations and curious conversations.