Available in the Apple App Store, Google Play Store, and Facebook

 

MONOPOLY Slots is a free-to-play social casino game that combines the classic MONOPOLY board game with Vegas’ top slots. Players can earn MONOPOLY Bucks and coins by completing exciting missions and quests to build up the world around them. Mr. MONOPOLY and his new band of NPCs propel players through an inspired narrative that spans across themed worlds with iconic properties like Park Avenue to Cinderella Castle in Fable Falls.

 

From top left to bottom right: Cowgirl Goldy, Samantha Zapp, Zeus, Handyman Dan, Robin, Hercules, Aphrodite, Conductor, and Buzz Pressington

 

Overview

I work with the art, product, and engineering teams to create art assets for MONOPOLY Slots in an iterative process from concept to Unity implementation. Since the product is live, content is created in a regular Live Ops and Release cadence. To ensure a consistent experience for all users, every piece of content needs to be fully accessible on desktop and optimized for both portrait and landscape orientations across mobile devices. The goal is to create a simple and navigable experience on every screen, while allowing for multiple layers of content and navigation. In this way, players can make in-game purchases easily and seamlessly. Striking this balance requires multiple rounds of iterations and revisions.

 

Role

UI Game Artist

Tools

Adobe Illustrator, Adobe Photoshop, Adobe XD, Unity Engine, Sourcetree

Timeframe

July 2018 - Ongoing

 
 
 

Process

Concepts & Wireframes

The ideation phase is what kicks off my process. During this time, the main objective is to get my ideas on paper with sketches (only the scruffiest!). For feature development, low-fidelity wireframes are created in Adobe XD. This stage is very crucial as function precedes form. These sketches and wireframes are compiled to be! discussed with the art director, product managers, and engineers to decide upon a cohesive direction to pursue.

As final art comps are underway, it isn’t uncommon for further changes to be made to copy and sizing as the scope evolves.

First pass brainstorm sketches

 

Refined drawings

Establishing color scheme

Final art comps

 
 

Wireframes by Billy Browning for the “Go Pass” feature

 
 

First pass brainstorm sketches

Initial concept for theming

 
 
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Final art comps for Go Pass feature; collaboration between me, Corey Grant, and Billy Browning

 
 
 

Optimization & Implementation

After making last adjustments and receiving approval for final art comps, it is time to handle texture optimization. Considering ways to optimize space to maintain an atlas of 1024 x 1024 px or less requires using power-of-two pixel sizing, extensive halving and even quartering, as well as clever ways of slicing textures. At this stage, the assets are ready for implementation in Unity.

 
 

Official Game Trailer

 
 

MONOPOLY © 1935, 2020 Hasbro. All Rights Reserved. Recommend Age: 21+