Some examples of new feature wireframes and user flows.
The above render was made for the Bonus Progressive feature that I worked on for. My role in the feature was to create the UX flow, model, surface, texture the 3D elements. Once that was done I retopo’d the High Polymesh and created all the realtime 3D game assets, and baked the textures.
I used the concept art that was created by one of our extremely talented concept artist, Lee Tao to create the animatic. It outlines the basic flow of how the feature works starting from triggering the feature in game, to playing said feature, and finally transitioning back to the slot game.
I love when i get to be involved in a feature from the very early concept to the fully finished product. For MyKonami I was tasked with creating the UX flow of the entire feature. Below is the final animatic that I delivered which showed the entire flow of the feature
Once the UX flow was approved, the concept artist came up with the look and feel of the Hopper and Horn. My task was then to take the concept model, surface, and render the 3D elements that would then get handed over to the production artist, which would comp it along with their 2D art. The image below shows my 3D model on top with the final comp that was done by our production artist.