All work

Character design & visual development

Little Prince Slots

From sketch to personality. Character development, world building and interface art for a slots game — from the first sketches to the lobby, themed reels and promotional visuals.

Context
Gamerry · 2015–2017
Role
Art direction & character design
Focus
Character studies, digital development & game visuals
A young prince with blond hair, a star-patterned green coat and a yellow scarf Six line sketches exploring the prince’s proportions, expression and full-body pose
Character design and sketch exploration.

Finding the character,
step by step.

The development sequence moves from a loose character study to a more resolved digital design. Proportion, expression, costume and color build the personality together.

Three stages of prince character development, connected by arrows from a rough digital study to a finished design
Character development sequence. Select the image to view the full crop.

A world
around the character.

Bright color, decorative forms and a storybook sensibility extend into the game’s supporting environments. Day and night scenes show how the same world can hold different moods.

A daytime scene with a boy, a streetlamp and golden gears on a small planet beneath a large sun
Daytime environment · project artwork.
A nighttime variation of the small planet, with a glowing streetlamp, golden gears and a blue moon
Nighttime environment · project artwork.

The character,
in the game’s identity.

The character appears in the app icon, key art and vertical promotional layouts, tying the visual identity to the game itself.

Promotional compositions.

Three vertical layouts combine character, theme, typography and the visual language of the reels.

Lobby & game-entry icons.

The lobby connects the story’s different worlds. Enlarged icon groups show the use of objects, characters, lettering and a consistent badge structure.

Visuals in play.

The game’s art extends into different reel themes and bonus states. These screens show symbols, framing, hierarchy and background working together in the playable interface.

My contribution

Art direction and character design during my time at Gamerry. The early sketches and character development illustrate my design process, alongside supporting environments from the project.

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