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Millionaire Mansion is a slots game with a story-driven meta-game that has a fix-up renovation gameplay mechanic. The final camera view was set as an isometric view that encompasses both 2D sprites and some 3D models. Characters were done in 3D which also interacted with objects. Navigating 3D Characters throughout the Mansion was also a bit of a challenge since we had to figure out distance, layer sorting, and where in space the 3D models needed to be relative to the camera.

For Environments, each room needed three sets of architecture/furniture theme styles that were different from one another but were still able to work together. Additionally, most items also required a destroyed/broken state.

The toughest challenge was getting all the different style themes to work together from colors, furniture styles, scales, and layer sorting.

Overall this was a fun project to oversee while experiencing the many challenges of developing an isometric game!

Exterior/Interior Design

Below are images from the early stages of game design that I art directed. It was a pleasure to work with many talented artists.

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Smaller_mansion_Final_Materials.jpg
Mansion1.png
Mansion2.png
great-room_default_Final.png
StudyRoom_Concept_1.png
Bedroom_themes.png
NurseryNPR_Final.png
LibrarywrwckedFinal.png
OfficeNRP.png
LabaratoryNRP.png
StudyRoom_wrecked.png
RomSampleImage.png

Characters

Below are images of some of our beloved characters for this project. We went through numerous design styles before selecting one. Our character concepts led to the creation of their 3D model version that would eventually be rigged and animated. To help save on time and costs I established an animation pipeline where we could use the same rig for all of our characters with the exception of the cat.

 

Since our meta-game was story-driven we needed additional concept art poses with mood expressions when our in-game conversations would appear as they would help drive the visual storytelling.

Concept Art & 3D Models

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margieicon.png
felixicon.png
caticon.png
jessicon.png
samicon.png

Slot Machine Design and Direction

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Pegasus_TugofWar_FINAL_Comp2.png
AncientCastle.png
GlampiresRock_COMP.png
DeadHungry_COMP.png

Gameplay Videos

Early Dev. Build Gameplay

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Magic Meadow is a Match3 style game with a renovation fix-it meta-game that has colorful wonky fantasy worlds with rich environments, beloved characters, and a story-driven adventure. It took proper planning in the concept stage of world design to have appropriate game-flow, gameplay mechanics, animations and effects. This careful planning was necessary in order to hit limited restrictions that apply to mobile game development and something I could have not achieved without the very talented art team we had on this project!

Characters

Below are images from some of our beloved characters for this project.

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ozzyicon.png
daisyicon.png
seamusicon.png
baticon.png
frogicon.png

Character Costumes

Another feature we added was costumes for our main character Hugo. This was possible because of our unique animation pipeline. Our system allowed us to add numerous new mesh costumes without the need to re-animate all of our current animations.

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Hugo_Skin_Set_2.png

Environments

Below are examples of our lush colorful worlds ranging from Hugo's forest home to the crystal island of our beloved leprechaun Seamus. Some of these images will have roughs or final concepts along with their final 3D models.

GreenIsland.png
Portfolio_islands.jpg
Chameleon_Beach_OrthosFinal.jpg
chameleon.png
arrow.png
seamus1.png
Centralbuilding_3d_model.jpg
maincastle.png
arrow.png
Final_castle_design.png
wreckedcastleRed.png
arrow.png
purplecastle.png
Area02_Layout_Color.jpg
arrow.png
feasthall.png
zone4_area1.png
cellar.png
mainhouse1.png

Room Interiors

In order to add more value to each of our world areas, interior rooms were added later in development. Although worth the effort, these additions brought their own set of challenges. To ensure the rooms felt separate from our larger outside scenes, special scenes and lighting were needed. It was also necessary to split these scenes within Unity to improve loading times with better packaging bundles.

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Envir_RootCellar.jpg
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Build_InteriorDen.jpg
interiorDen.png
arrow.png
Area03_Layout_Design.jpg
Ozzylyout_color_FINAL.jpg

User Interface Icon Poly Sprites 

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© 2022 by Marco Gutierrez

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