My work on this game included concept art, storyboards, particle effects, 3D modeling, 3D animation, and art implementation, as well as prefab building in Unity.
In 2021, Unity was entirely new to me, but I dedicated myself to learning it thoroughly, with my team's help. By 2022, I was comfortable implementing full features with minimal supervision or support.
I am always eager to learn new programs and adapt my workflow when new information suggests better methods for creating and building.
Poi's Juice Joint Feature
For this feature, I was responsible for taking art assets from our principle artist, Marco Perez, and implementing them in Unity. I worked with game designers and engineers to bring the feature to life.
- Pre-Production -

Concepts for "No Fruit Collected" sequence

Concepts for "Poi-fect Clear" sequence

Concepts for "Time's Up" sequence

Prefab layers and animation set-up

Art assets in atlas

Scene prefab layer view

Unity prefab progress preview
- Final Gameplay -







Club Boat Race - Jellyfish Hazard
This jellyfish character was added as a new hazard in a feature called Club Boat Race. Every hazard in this feature had unique attacks and reactions when they were encountered and defeated. My job was to animate and implement this Jellyfish character with a "hit," "miss," and "block," animation. Animations were done in Unity and implementation was done using the timeline feature in Unity.
Helper Card Mechanic - Boxing Kangaroo
The Boxing Kangaroo card mechanic was created as a new chard mechanic and hazard for World 6: Tiki Outback. It introduced a way for the player to increase or decrease the number on their current active card. I was responsible for animating the idles and attack animation for the Kangaroo character. I animated the character in Autodesk Maya and the particle fx in Unity.

Tiki Travels Offer
This offer needed to be engaging and fun with the goal of enticing our players into checking in and playing our game every day. Working from a game designer's plan, I pitched concept art to stakeholders, game designers, and the art director before implementing the art per their approval. Luis Wong helped me with this feature by painting the background art, the green copper info board, and modeling and texturing the 3D plane.

Welcome / Opt-in screen - I designed the logo and ticket imagery

Day Collect Sequence - I designed the ticket day boxes, animated the mini tiki & plane, and implemented in Unity
Streak Mania Feature
I was given the awesome task of leading this feature. I took the project from concepts to final. I met with key stakeholders with my concept art, implemented the approved art into Unity, animated lighting fx, and reused as many existing character animations as possible for efficiency. I iterated on this feature based on feedback and testing and prepared it for release. Luis Wong supported me as mentor and supervisor for this feature, also lending a hand with some art (the final look for the grand prize platform, contestant counter, and 3D Tiki host, based on my concepts).
- Pre-Production -



Concepts for the "Perfect Clear" screen

Concepts for the feature button, to be displayed in the island map view

Concepts for the FTUE for Streak Mania

Concepts for major screens and gameplay flow

Concepts for game show outfit

Game Host Tiki with silver/grayed hair

Game Host Tiki with auburn/brown hair
- Final Gameplay -

Intro Sequence - Implementation and animation

FTUE and Main - Implementation and animation

Card design and Background - Implementation and animation

Time's Up Screen (Loss) - Implementation and animation

Time's Up Screen (Win) - Implementation and animation
Character Animations

"Steph" Hello idle

"Steph" looking around idle

Sky Narwals idle 1

Sky Narwals idle 2

Flying sky Manta Ray idle

Hello character idle

Narrative conversational idles

Sleeping ladybug idle

Ladybug personality animation

Roly-poly personality animation 1

Roly-poly personality animation 2

Bee idle animation 1

Bee personality animation

Baby Kangaroo idle animation 1

Baby Kangaroo idle animation 2

Baby Kangaroo idle animation 3
Pterodactyl Egg Event
For this event, I was responsible for developing the baby pterodactyl character and its egg for the "Dino Egg Hazard." I delivered concept art for both egg and baby pterodactyl, and 3D modeled, rigged, and textured the character before animating it for the event. I worked with the art director and engineers to iterate on this character until it was ready for release.
- Pre-Production -

Concepts for the dino egg

Concepts and color explorations for the character

I modeled the character - here's a front view of the model

Profile view of 3D mesh

I made a basic rig for for the baby pterodactyl
- Production -

I animated the baby being born when the player resolves the hazard

simple idle

particle fx for when the egg is broken

I textured the pterodactyl after modeling and rigging

anim layer intended to layer with flight anim

flight animation
- Final Gameplay -

I implemented this FTUE sequence based on the game designer's request
