
Click on some images to enlarge
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.













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






Slot Machine Design and Direction





Gameplay Videos
Early Dev. Build Gameplay

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.
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.


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.



















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.








User Interface Icon Poly Sprites


