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Steven Knock
Creative Director
Coin Adventure
Coin Adventure is an slot machine, world building adventure. Attack and raid enemy territory. Explore the world and fantasy lands.
ROLE:
Creative Lead, UI and UX, 2D animation Rigging and 3D Animation, VFX and Rendering
Release: October 2020
The Story
A young boy and his grandfather explore the world looking for new and exciting lands and undiscovered creatures. Battle with other adventurers who are out to steal your gold and destroy your discoveries. Take part in competitions and mini games throughout your epic adventure!
Early Decisions
The gameplay is broken down into three parts. The playing of the slot machine land building and the attacking and raiding of other players. 'Meta games' were too be added to help the player gain coins and spins, these would involve different types of gameplay, mainly involving using the slot machine to collect extra token to take part in multiplayer tournaments.
Style
The influences for this game was the film 'UP' and the stories of 'Biggles' that I used to read when I was young. I wanted the characters to have the look of 'Biggles' with the old aviation helmets and the adventure of 'UP'. This is where the hot air balloon idea came from and everything evolved from there.
The characters synopsis we passed out and I let the artist concept various ideas until we had a duo that everyone was happy with. I was tasked with the balloon.
Character models by Daniel Perez, Rigging Steven Knock
Model by Steven Knock
Wireframes and UX
From an early stage we knew we wanted a machine that looked home made and up in the clouds to tie in to the idea of flying around the world. Originally there was the idea of the slot machine being made from the shed/barn that the balloon was made. It evolved in to something more home made. However, not everything was tying together.
There was too much information on the screen at once, the navigation bar at the bottom of the screen couldn't hold all the information we wanted and most of the early icons were felling very disconnected.
The adventurer box felt tacked on top of the machine and the screen felt overly busy, The general pop up was made old paper. The style it self felt very flat and uninspired.
Examples of Early Wireframing.
Developing the Style
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After some discussions, I decided to make some changes :
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For the slot machine use a mix 2D and 3D on the main screen. The slot machine icons would be in 2D. The the raid and money icons will be drawn to represent the current level. The cannons on top to be in 3D, the slot machine to be rendered.
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The piece on top of the machine displaying which adventurer that was next up to be raided was lost, needs to be tied in more to the theme. Make it so the hot air balloon lands on the machine displaying new adventurers.
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Make the 'pop-up feel home made, like the balloon and machine.
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Add in a slide in menu to hols all the information we need. This will help clean up the main screen and allow us to add in the 'meta games' and purchase bundles so the player will have an easy way of accessing all the extras.
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Improve the 'BET ' button. More natural.
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Incorporate the balloon element into pop-ups
Examples of the evolving UI.
Icons and UI Elements
Some UI and elements I crafted for the game.
Reel Icons
A few examples of the reel icons for the game.
Building Levels
It was decided that a main focal point of the game were the characters.
Raiding and Attacking Levels
It was decided that a main focal point of the game were the characters.
Shop
Store design layout and icons.
Bundles
A series of Pop-ups I created for in game currency offers. The majority of the images each needed to show what specifically they were offering, with the others being more generic so they could be used for a range of different offers and promotions. A key principle was to make each one look fun no matter what they were offering.
Meta-Games
A series of Pop-ups I created for the meta games. Each meta games had it own set of rules to follow. The majority of them were based on spin results and in game actions. The rules were displayed as simply as possible so the user could grasp what they need to do straight away.
Egg Smash
Some of the meta games were more complicate than simply spinning or attacking to receive a reward. 'Egg Smash' is a game a variation of the magic trick '3 cups and a ball' . The user picks one of three eggs, two have prizes in one contains a jack . If they pick the prize, the user can claim that prize or move to the next level where the process is repeated. The objective is to get through as many guesses as possible without selecting a jack. Finding a jack will result in a game over and all prizes will be lost !
Egg Smash animation examples (below)
BINGO
Collect Bingo balls buy spinning in certain reel spin combination to fill up the bingo card as quickly as possible.
Fruit Lotto
An alternate play on Bingo. The user collects a variety of fruit. Fill up the fruit board as quickly as possible to win !
Level Animations
Examples of level animations. Each level was animated on a loop, using assets created by the art team. Extra vfx were added by myself such fire small ghost sprites and lasers. The animations were kept simple but interesting due to the interactive nature of the game.
Pets
Throughout Coin Adventure, the player can collect and level up pets. Each pet has there own unique ability to help the user defend attack, steal and act as a lucky charm.
Each pet rigged and animated each pet using spine 2D
This is a just a summary of the work I had to complete on this project. Working hard, keeping organised and reacting fast and quickly adapting to big changes.
With all the roles I was tasked with, I am quite happy with what I managed to achieve on this project.
THANKS
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