Ultra Lucky Link Identity and style, as well as animations and UI/UX were designed for a new family of games with a template to be used for all future Lucky Link games. Lucky Link Classic was the first in this family of games to be designed and Lucky Link Clover is the highest performing with Lucky Link Regal being one of the newest (and requested by a casino) and making its way up the charts. The Ultra Lucky Link family is Aurify’s top performing game family and brand.
Promotional Trailer for Lucky Link Classic. All art (except for Big Win animation) done by EMLstudio, LLC.
Topscreen Progressives and Denom
All font’s and art designed by EMLstudio. Adaptable for no denom button in the center.
Lucky Link Classic
One of the first Lucky Link games to be released and one of the highest performing.
Lucky Link Chains
The chain designs were created to ‘link’ the title of the feature to the art and design. When the idea was pitched, it was immediately accepted and the following art brought a unity to the product that spanned all the titles.
Lucky Link Denom Page
Art was designed to streamline the product and look aesthetically pleasing across multiple titles.
LL Classic Diamond
Lucky Link Classic Spade
Lucky Link Seven Stacked
Lucky Link Clover
The highest performing game of the Ultra Lucky Link series.
Lucky Link Clover
Luck Link Clover Gold
Lucky Link Regal Basegame
Lucky Link Pick Bonus
Casino UI/UX
Ultra Series Template
A new style of UI/UX was needed for the new 4k cabinets. A stretched reel with perspective and curves were created to enhance the feel of the length of the new display. Fonts were also put in perspective and a double wheel was designed for the progressives.
A double-wheel was designed and a prototype made for programmers to use as reference for the UX. Wheels would switch places depending on the multiplier. UI summaries and buttons were made for interactive elements.
A third redesign of the UI was necessary to further simplify and push the company into the competitive class 3 market. Unnecessary elements were dropped, such as buttons that were already part of the hardware, and areas such as the win-box were made more noticeable to the player.
I also created a wide-screen template for the game symbols to show off the artwork with our new 1080p monitors. Everything was standardized and ratios were maintained among three different screen-sizes.
Logo was designed by Shawnna Bass. Background, lightning, effects and ad were designed by me.
Monster Bride Basegame
All 3D elements were designed by Greg Thomas. The basegame was concepted by me. All textures, the reels and effects were done by me. Symbols were done by various team-members.
Monster Bride Pick Bonus
I concepted a bonus of spinning an electric generator, where the symbol chosen would be stacked in the bonus. The background and doors were done in 3D by Greg Thomas. The coils, all dynamic UI and effects were designed by me.
Monster Bride Freespin
The freespin involves the generator being lifted into the air above the castle to power the Monster Bride. The generator was done in 3D by Greg Thomas with paint-overs and color-matching done by me. All background elements were done by me.
Free Spin Screen
This screen was designed to give a quick explanation about the bonus.
Summary Screen
Shown after the Free Spin Bonus. This appears when the doors to the generator shut.
Monster Bride Freespin Topscreen
The topscreen shows the bride being powered by a tesla-coil with lightning flashing in the background. The background was done in 3D by Chris Maness and painted over by me to give it more of a cartoony/painterly style. All coloring and text was done by me. The lineart for Monster Bride is by Sam Lofti.
Designed and painted by me. The bonus marker pops out of the reel and is covered in electricity, bringing attention and excitement about a possible bonus-round.
Monster Bride Transition to Wheel
All 3D animation was done by Greg Thomas. The Effects at the beginning of the animation is done by Chris Maness. I did all animations involving the 2D UI at the end of the animation, as well as blending multiple prerendered backgrounds in After Effects.
Bonus Demo
All 3D animation was done by Greg Thomas. The Effects at the beginning of the animation and during the pick was done by Chris Maness. I did all animations involving the 2D UI and concepted the ideas for the bonus. All programming was done by Bobby Hulzing.
Atlantis is an underwater-themed game based on finding hidden treasure. As lead, I was responsible for setting the tone of the game. I worked on the background, the wilds, scatter and setting up the pick screen for programming. This was one of our first games to use dynamic animations on the basegame. All the cogs were moved with code, which I worked closely with our programmer to set-up. Everything flows seamlessly into the pick, as seen in the transition.
Atlantis Transition
This is the transition from the basegame to the freespin for Atlantis. It was one of the first games that didn't fade UI elements off of the screen. Everything was done with After Effects and no code so the programmers could just drop in the animation file.
Honeyminers
Honeyminers was a project based on honeybees mining honey. New aspects, such as making the reels out of actual honey and adventuring into the mine for the pick bonus were new takes on how we did our special content. The pick itself was a little project that development and I worked on to get the proper physics for the honey falling out of a comb and landing in a mine-cart at the proper time.
The Honeyminers pick bonus was one of our most dynamic picks. I worked closely with one of our programmers and a mathematician to determine the physics and what animation files were needed so we could make sure that a drop of honey could be caught from anywhere on the screen. The velocity of the mine cart had to be pared with the acceleration-due-to-gravity of the falling honey. This was a fun project!
Honeyminers Transition
This transition was a mash-up of several animations used throughout the game. All of the bee animations were done by me, as well as the 2D art. Another artists panned up the parallaxed screen and did the explosion and text.
Misc. Animations
Mine Da Gold Transition to Bonus Round
Win a Bonus in this game and get transferred to the Pick Round!
Mine Da Gold Pick Bonus
The player picks a pile of gold and the mole detonates it to reveal a prize!
Geisha Symbol
Geisha symbol for Geisha's Garden. Owned by Epic Tech.
Geisha Stacked Wild
Stacked Wild for Geisha's Garden. Owned by Epic Tech.
Cavewoman Symbol
Cavewoman symbol for Dino Gold Rush. Owned by Epic Tech.
Cave Stacked Wild
Stacked Wild symbol for Dino Gold Rush. Owned by Epic Tech.
Lemur Symbol
Lemur symbol for Dino Gold Rush. Owned by Epic Tech.
Mammoth
Mammoth symbol for Dino Gold Rush. Owned by Epic Tech.
Microphone Symbol
Microphone symbol from Orleans Crossroads. Owned by Epic Tech.
Orleans Topscreen
Topscreen from Orleans Crossroads. Owned by Epic Tech.
Orleans Wild Symbol
Orleans Wild Symbol Multiplier for Orleans Crossroads. Owned by Epic Tech.
Chariot Symbol
Chariot symbol for Wonders of Athens. Owned by Epic Tech