Double Down Classic Slots
I was the Art Director and lead artist on Double Down Classic Slots. The first independent game to ever be released from the Seattle studio beyond the original Double Down Casino. It began with a Producer, Thomas Zucotti and a Software Engineer, Peter Cihak. I remember meeting with them in an office together and talking over the items we needed to get the game started. We went from that small group to about 45 people by the time the game released. Art credits on this screen go to Shawn Spencer (3D), Jason Southwick (3D), Jodi Sherwood (UI) and Ryan Anderson (Logo).
Gameplay Footage
Presented in horizontal view for Android and iOS
Our goal was to create a realistic classic slot game utilizing 3D and the Unity engine.
Settings Panel
Our game was built entirely in 3D so we could swing the camera out wide to reveal hidden panels like the Lobby, and Settings giving more screen real estate to the game itself. Art credits: Shawn Spencer, Jason Southwick and Jodi Sherwood.
Previsualizing The Game Presentation
I worked with Eric Chichester on this intro to demonstrate the idea that because we were presenting the game in 3D, we could literally sit down at a slot machine the same way a slots player would sit down at a machine in a real world casino. We implemented this into the game each time the player switched games.
High Limit Loading Screen
I built this pretty basic High Limit room loading screen in Maya.
High Limit Room Slots
We were using the same 3D model cabinet for every game so the lighting and color scheme comes from a very compact texture atlas. During this project I taught the artists how to keep the footprint as low as possible, through examples and gave a presentation on this topic during a company wide all hands day event. The goal was to reach as many customers as possible, even on older devices. Art credits: Shawn Spencer (3D), Jason Southwick (3D) and Jodi Sherwood (UI).
Tech Art - Texture Atlases
Here's a sample texture atlas for Classic Slots. This is actually two images shown side by side. We didn't use Texture packer or other tools to create our atlases. They were simple enough to create by hand. The color gradients in the lower right were cycled to create the illusion of strobing lights on the machine during gameplay.

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