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 "No Fruit Collected" sequence
Concepts for "Poi-fect Clear" sequence
Concepts for "Poi-fect Clear" sequence
Concepts for "Time's Up" sequence
Concepts for "Time's Up" sequence
Prefab layers and animation set-up
Prefab layers and animation set-up
Art assets in atlas
Art assets in atlas
Scene prefab layer view
Scene prefab layer view
Unity prefab progress preview
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
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
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 "Perfect Clear" screen
Concepts for the feature button, to be displayed in the island map view
Concepts for the feature button, to be displayed in the island map view
Concepts for the FTUE for Streak Mania
Concepts for the FTUE for Streak Mania
Concepts for major screens and gameplay flow
Concepts for major screens and gameplay flow
Concepts for game show outfit
Concepts for game show outfit
Game Host Tiki with silver/grayed hair
Game Host Tiki with silver/grayed hair
Game Host Tiki with auburn/brown hair
Game Host Tiki with auburn/brown hair
- Final Gameplay -
Intro Sequence - Implementation and animation
Intro Sequence - Implementation and animation
FTUE and Main - Implementation and animation
FTUE and Main - Implementation and animation
Card design and Background - Implementation and animation
Card design and Background - Implementation and animation
Time's Up Screen (Loss) - Implementation and animation
Time's Up Screen (Loss) - Implementation and animation
Time's Up Screen (Win) - Implementation and animation
Time's Up Screen (Win) - Implementation and animation
Character Animations
"Steph" Hello idle
"Steph" Hello idle
"Steph"  looking around idle
"Steph" looking around idle
Sky Narwals idle 1
Sky Narwals idle 1
Sky Narwals idle 2
Sky Narwals idle 2
Flying sky Manta Ray idle
Flying sky Manta Ray idle
Hello character idle
Hello character idle
Narrative conversational idles
Narrative conversational idles
Sleeping ladybug idle
Sleeping ladybug idle
Ladybug personality animation
Ladybug personality animation
Roly-poly personality animation 1
Roly-poly personality animation 1
Roly-poly personality animation 2
Roly-poly personality animation 2
Bee idle animation 1
Bee idle animation 1
Bee personality animation
Bee personality animation
Baby Kangaroo idle animation 1
Baby Kangaroo idle animation 1
Baby Kangaroo idle animation 2
Baby Kangaroo idle animation 2
Baby Kangaroo idle animation 3
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 for the dino egg
Concepts and color explorations for the character
Concepts and color explorations for the character
I modeled the character - here's a front view of the model
I modeled the character - here's a front view of the model
Profile view of 3D mesh
Profile view of 3D mesh
I made a basic rig for for the baby pterodactyl
I made a basic rig for for the baby pterodactyl
- Production -
I animated the baby being born when the player resolves the hazard
I animated the baby being born when the player resolves the hazard
simple idle
simple idle
particle fx for when the egg is broken
particle fx for when the egg is broken
I textured the pterodactyl after modeling and rigging
I textured the pterodactyl after modeling and rigging
anim layer intended to layer with flight anim
anim layer intended to layer with flight anim
flight animation
flight animation
- Final Gameplay -
I implemented this FTUE sequence based on the game designer's request
I implemented this FTUE sequence based on the game designer's request
Quick preview of the final look and gameplay for this feature
Quick preview of the final look and gameplay for this feature
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