Role: Art Director
I was responsible for defining the overall art style/theme of the game. I gave detailed direction on game flow and animations while also creating the 2D production assets. I worked closely with the game designer and the creative team to make sure the aesthetic integrity was upheld and that the features were fun and exciting for the player.
Role: Art Director
I was responsible for defining the overall art style/theme of the game. I gave detailed direction on game flow and animations while also creating the 2D production assets. I worked closely with the game designer and the creative team to make sure the aesthetic integrity was upheld and that the features were fun and exciting for the player.
Concept Artist + Designer
Role: Art Director
This is another great project I had an amazing time working and collaborating on.
I was able to team up with an amazing team of artists and designers and create something beautiful and exciting to bring to the slot world. I was responsible for defining the overall art style/theme of the game. I gave detailed direction on game flow and animations while also creating the 2D production assets. I worked closely with the game designer and the creative team to make sure the aesthetic integrity was upheld and that the features were fun and exciting for the player.
The Creative Team
Game Designer: Scott Caputo
Tech Art: Diego Garnica
3D Artist: Dhanad Islam
VFX Artist: Greg Beckman
SFX: Stuart Dubey
Outsource: Gameshastra
Gameplay Video
Device Previews
Main Playfield (click to enlarge). Designed and Painted in Photoshop by me.
Bonus Playfield (click to enlarge). Designed and Painted in Photoshop by me.
Final Symbols (click to enlarge). Designed and Painted in Photoshop by me.
My Process
Interface and Formatting
After reviewing the game pitch with the designer, my first step is to make sure all the important elements are represented properly in the layout and within the guidelines of each device screen.
During this phase, I design the wireframe of the game screen. This is when I am able to determine the size of all the elements like the symbols, meters and other UI assets.
Once that step is done and approved, I move on to designing the environment around and UI theme.
Initial sketches
Below is a rough sketch of the UI elements for this game.
Final Jackpot UI assets.
Jackpot meters: Players see what the values are for the different jackpots offered in this game.
Reel UI: These are assets that sit above the reels that tell the player what their bet lever is. Depending on high the bet is, they have a better chance of landing a "GRAND" jackpot on that specific reel.
Rough environment and symbol sketches:
Game Flow
While the reels are spinning: two lamps have landed. This triggers the anticipation animation to play, highlighting reel 4 to show there is a chance to land the third lamp there.
Third lamp lands on reel 4. This starts the bonus feature.
All the reels dim the symbols so the focus is only on the three lamps. The orbs behind the lamps become electrified.
The top of the screen dims and a flying carpet enters from the right. it will hover at the top and hold certain prizes that are awarded during the bonus.
Prompts appear over the lamps telling the players to tap on each lamp.
After a lamp is selected by tap, it will animate with smoke coming out of the opening and revealing a set of prizes.
Lamp Reward Collection - animated in photoshop by me. (Click to enlarge)
This animatic was created to show the timing and flow of how each lamp awards prizes.
After all the lamps have been tapped, the transition sequence into the bonus playfield begins.
A magical flame appears in the middle of the screen showing how many free spins have been awarded by the lamps.
The genie appears to take you to the bonus environment.
Transition into Free Spins
​This sequence shows the transition animation between the main playfield and the bonus playfield for Free Spins feature.
Win Celebrations
This is showing all the win thresholds: small to largest win.