MONOPOLY Slots is a free-to-play social casino game that combines the classic MONOPOLY board game with casino slot gameplay, letting players complete missions, build themed worlds, and journey alongside Mr. MONOPOLY and his cast of new characters through an inspired narrative
Project
Available in the Apple App Store, Google Play Store, and Facebook
From top left to bottom right: Cowgirl Goldy, Samantha Zapp, Zeus, Handyman Dan, Robin, Hercules, Aphrodite, Conductor, and Buzz Pressington
Project
MONOPOLY Slots
Role
UI Game Artist - responsible for the end-to-end design of the features within the team - wireframing, branding, and final asset hand-off. I collaborated with Leadership, Product, Engineering, and QA teams to concept, iterate, and refine various components of the game. Additional responsibilities included maintaining documentation as well as onboarding our outsourced art teams to the project.
Overview
I partnered with art, product, and engineering teams to design and implement visual assets for MONOPOLY Slots, taking work from concept through final delivery in Unity including animations and particle effects. Since the game is a live product, I contributed to the content as part of a meticulous Live Ops release cadence. It was also important to ensure that every experience was fully accessible and optimized for both mobile and web. I focused on crafting clear, intuitive screen experiences that could support multiple layers of content and navigation while still enabling seamless in-game purchases, refining solutions through multiple rounds of iteration to balance usability with visual richness.
Timeline
July 2018 - December 2022
Tools
Adobe Illustrator
Adobe Photoshop
Adobe XD
Unity Engine
Sourcetree
Process
First pass brainstorm sketches
01 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 for discussion with the art director, product managers, and engineers to determine a cohesive direction to pursue. As final art comps are underway, it isn’t uncommon for further changes to copy and sizing as the scope evolves
Graybox wireframes
02 Polish
Establishing color scheme
03 Final Comps
Concept for color scheme, theming
Final Go Pass Feature comps - a collaboration between me, Corey Grant, and Billy Browning
MONOPOLY © 1935, 2020 Hasbro. All Rights Reserved. Recommend Age: 21+