The digital landscape has transformed the way we perceive mathematics. No longer confined to static textbooks and chalkboard calculations, mathematical concepts have found a vibrant new home in the world of creative technology. One of the most prominent platforms leading this revolution is the Desmos Graphing Calculator. While primarily designed as a pedagogical tool for exploring functions and equations, Desmos has evolved into a sophisticated engine for digital art. Among the community of “Desmos artists,” creating a “Gubby”—a stylized, charming aquatic character—has become a rite of passage. This tutorial explores the intersection of geometry, algebra, and digital design to guide you through the process of building your own Gubby from the ground up.

The Foundations of Desmos Artistry
To create complex figures like a Gubby, one must first understand that every line and curve on the screen is governed by an equation. In the tech-driven world of Desmos, the canvas is the Cartesian plane, and your brushes are mathematical functions.
Understanding the Coordinate System as a Canvas
In Desmos, the $(x, y)$ coordinate system serves as the foundational grid. Before plotting a single point, an artist must conceptualize the Gubby’s proportions. A standard Gubby consists of a rounded body, expressive eyes, and delicate fins. By treating the origin $(0,0)$ as the center of the creature’s mass, you can maintain symmetry and make future adjustments—such as scaling or moving the entire character—significantly easier through the use of variables.
Utilizing Basic Geometric Functions
The “Gubby” aesthetic relies heavily on soft, organic shapes. This means moving beyond simple linear equations $(y = mx + b)$ and embracing conic sections. Circles and ellipses are the building blocks of the Gubby’s anatomy. The standard form of a circle equation, $(x – h)^2 + (y – k)^2 = r^2$, allows you to place the body parts precisely by adjusting $(h, k)$ for position and $r$ for size.
The Power of Domain and Range Restrictions
One of the most critical technical skills in Desmos art is the use of restrictions. To prevent a line from stretching infinitely across the screen, artists use curly brackets {} to define the domain or range. For example, $y = x^2 {-1 < x < 1}$ creates a small U-shape rather than an endless parabola. This technique is essential for crafting the Gubby’s mouth and the intricate edges of its fins.
Step-by-Step Construction of the Gubby Model
Constructing a Gubby requires a systematic approach, building from the core outward. By layering equations, you can create a sense of depth and personality.
Designing the Body with Ellipses
The body of a Gubby is rarely a perfect circle; it is typically an elongated oval. To achieve this, we use the ellipse formula:
$$frac{(x-h)^2}{a^2} + frac{(y-k)^2}{b^2} = 1$$
In this equation, $a$ controls the horizontal stretch and $b$ controls the vertical stretch. To create a classic “plump” Gubby, you might set $a = 2$ and $b = 1.5$. This creates a soft, approachable base for the character.
Crafting the Eyes and Expression
The eyes are what give the Gubby its soul. Most artists use two layers of circles for each eye: a larger white circle for the sclera and a smaller, dark circle for the pupil.
- The Sclera: Place two circles at roughly $(-0.8, 0.5)$ and $(0.8, 0.5)$ relative to the body’s center.
- The Pupils: To give the Gubby a “kawaii” or “cute” look, place the pupils slightly toward the bottom-inner edge of the sclera.
- The Mouth: Use a restricted downward-facing parabola, such as $y = -0.5x^2 – 0.2 {-0.3 < x < 0.3}$, to create a small, sweet smile.
Adding Fins and Tail via Trigonometric Curves
To give the Gubby its aquatic identity, you need fins. While you could use simple triangles, using sine or cosine waves provides a more fluid, natural appearance. A restricted sine wave, such as $y = 0.2sin(5x)$, can simulate the ruffled edge of a dorsal fin. For the tail, a combination of two parabolas meeting at a point creates the classic “V” shape seen in goldfish and similar creatures.
Advanced Techniques: Shading, Color, and Animation
A wireframe Gubby is a great start, but to truly master the tech of Desmos, you must explore shading and dynamic elements.

Mastering Inequalities for Shading
In Desmos, shading is achieved through inequalities. Instead of using an equals sign $(=)$, using “less than” $(<)$ or "greater than" $(>)$ fills the area defined by the equation.
- To fill the Gubby’s body with color, change the body’s ellipse equation to $frac{(x-h)^2}{a^2} + frac{(y-k)^2}{b^2} le 1$.
- Desmos allows for a wide palette of colors. By clicking and holding the color icon next to an equation, you can select from hex codes or standard presets to give your Gubby a vibrant orange, soft pink, or deep ocean blue hue.
Using Sliders for Dynamic Movement
One of the most powerful features of the Desmos engine is the “slider.” By replacing a constant value with a letter (e.g., $a$), Desmos creates a slider that allows you to change that value in real-time.
- Wagging Tail: By adding a variable to the tail’s equation, such as $y = sin(x + t)$, and pressing “play” on the $t$ slider, you can make the Gubby’s tail appear to flicker back and forth.
- Swimming: You can group all $x$-coordinates in your equations with a variable $(x – p)$. As $p$ increases, the Gubby will glide across the coordinate plane.
Layering and Transparency
To add highlights or shadows, you can layer semi-transparent shapes over the main body. A slightly lighter, smaller ellipse placed near the top of the body with a low opacity setting can simulate a “sheen,” making the Gubby look three-dimensional and “shiny.”
The Educational and Professional Value of Desmos Art
While making a Gubby might seem like a simple creative exercise, it is actually a sophisticated application of STEM (Science, Technology, Engineering, and Mathematics) principles.
Strengthening Algebraic Intuition
Creating digital art requires a deep, intuitive understanding of how variables affect graphs. When a user adjusts a coefficient to make a fin wider or a mouth more curved, they are performing real-time transformations of functions. This hands-on experimentation reinforces concepts like translation, dilation, and reflection more effectively than theoretical rote memorization.
Bridging the Gap Between Code and Math
Desmos art is a precursor to computational thinking. The logic used to build a Gubby—defining boundaries, nesting functions, and optimizing equations—mirrors the logic used in computer programming and software development. For aspiring tech professionals, Desmos provides a low-barrier entry point into the world of algorithmic design and front-end visualization.
Community and Open-Source Learning
The Desmos community is a testament to the power of collaborative technology. Artists often share their “graphs” via unique URLs, allowing others to “look under the hood” at the equations used. This open-source culture encourages learners to deconstruct complex models, learn new mathematical tricks, and contribute their own innovations to the collective knowledge base.
Optimization and Finalizing Your Creation
As your Gubby becomes more complex, your list of equations will grow. Managing this technical debt is essential for a smooth user experience and a clean final product.
Organizing with Folders and Metadata
Desmos allows users to group equations into folders. For a professional-looking project, organize your equations into categories such as “Body,” “Eyes,” “Fins,” and “Animation Logic.” This not only makes it easier for you to edit your work later but also helps others understand your mathematical logic when you share the link.
Reducing Computational Load
A graph with hundreds of complex inequalities can slow down older devices or mobile apps. To optimize your Gubby, try to combine equations where possible. For instance, using a single piecewise function can sometimes replace three or four individual restricted equations. Efficiency in mathematics is just as important as efficiency in coding.

Exporting and Showcasing Your Work
Once your Gubby is complete, Desmos provides several ways to export your work. You can hide the grid and axes for a “clean” look, then use the export tool to save your creation as a high-resolution PNG or SVG. These images can be used in digital portfolios, educational presentations, or even as assets in larger design projects.
Creating a Gubby in Desmos is more than just a fun activity; it is an exploration of the beauty inherent in logic. By mastering the tools of this powerful graphing calculator, you transform abstract numbers into a tangible, expressive character, proving that technology and creativity are two sides of the same coin. Whether you are a student looking to sharpen your math skills or a tech enthusiast exploring new software capabilities, the journey of building a Gubby offers a masterclass in the art of the equation.
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