Posts Tagged ‘Casual’
Slots Tycoon
Slots Tycoon

Our goal for Slots Tycoon was to create the most polished, lush slots experience available on mobile. And we achieved our goal. I led the team, providing production support, design specifications, and art direction. Slots Tycoon is one of the top slots games available in what has become one of the most competitive genres in [...]

Wolf Toss
Wolf Toss

When I started working on Wolftoss, Zipline Games had just released version 1.0 for android and iOS. For the subsequent three releases, I directed the production of a new in-app store, the addition of new social marketing channels, and a comprehensive rebalance of the game.   The in-app store and the dozens of items we built [...]

Flowplay
Flowplay

   Flowplay’s goal for ourWorld.com was to create a safe environment where kids could express themselves and enjoy the most popular casual games on the web. To encourage kids to return to the site, we wrapped all the social interaction and casual games in a browser based, clientless MMO-RPG. At the heart of the MMO [...]

Mobile Classics
Mobile Classics

I was employee number two of the RealNetworks Mobile games group.  There, I served as designer, producer, and creative director.  Our model was simple; identify hit casual games, secure the mobile rights, and fathfully translate them into compelling mobile gaming experiences.  A deep understing of the game must guide the editing process.  It’s far to easy to [...]

Bounce Out Blitz!
Bounce Out Blitz!

Bounce Out Blitz is the sequel to Bounce Out, one of the first download casual hits. As lead artist and UI designer, my primary challenge was to update the look of the game while staying true to the original. At the time, GameHouse Studio was very leery of using 3d graphics and understandably so. Few [...]

Super Pool & Hammerhead Pool
Super Pool & Hammerhead Pool

   Super Pool is a friendly, accessible simulation with realistic physics and six game modes. Simplicity was the guiding principle behind the design. As lead artist and UI designer my goal was to minimize the number of clicks between the opening menu and the breaking shot. We achieved this by compressing the game play options [...]

Luxor
Luxor

   Luxor is a huge hit on many platforms.  The mobile version I designed and produced hit the top ten on Verizon, and was a best seller worldwide.  Building Luxor for two hundred mobile handsets was a challenged that required a complete reconceptualization of many of the game’s fundamental systems. Levels in the pc version are based on fixed full screen illustrations.  This [...]

Cake Mania
Cake Mania

    Cake Mania is one of the biggest hits ever in the PC casual games market. It was an honor to bring such a well loved game to mobile. Cake Mania is an art heavy, mouse driven game. As such, every element required careful consideration as I redesigned it for mobile. The controls were the [...]

Feeding Frenzy
Feeding Frenzy

Sprout Games’ Feeding Frenzy was amongst the first wave of hit PC casual games. Feeding Frenzy featured large pre-rendered 3d graphics, fluid screen motion, humorous sound design, and delicately balanced mouse controls. When the Real Networks mobile team scored the mobile rights it was quite a coup. Preserving all the great art, sounds, and the [...]

7 Wonders
7 Wonders

A PC hit, 7 Wonders is a classic match three game polished to a high sheen. As we adapted the game for mobile we focused on preserving the game’s epic feel. To achieve this we re-imagined the graphics, accelerated the level progression, and invented new presentation elements. Much of the file size of the PC [...]

The Apprentice
The Apprentice

   Creating a mobile game of The Apprentice was an exercise in scalable game design. Our high end builds weighed in at 500KB with a screen resolution of 240×320. Our lowest end build was 64k with a screen resolution of 96×65. With five original mini games, a cast of characters, cinematics, and one infamous catch [...]