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Flyclops

Domino! Solo

Services

UI/UX, Logo Design, Unity Visual Dev

Tools

Figma, Blender, Unity, GenAI

Brief

User research revealed a significant division in player engagement with the Domino! app, where some players preferred casual or blitz PvP modes, while others strictly played against the computer. Anticipating that the growing emphasis on Rank and Metagame might alienate long-time PvC players, we decided to experiment with a free spin-off game called Domino! Solo, offering a dedicated single-player vs computer experience. The goal was to attract PvC players without diverting current Domino! players and to catch PvC players who might be searching for other options in the app marketplace, as well as re-engage long-time PvC players who had dropped off. I led the design of the brand and user interface for Domino! Solo. Additionally, I introduced themed game boards and music settings to create a calm and relaxed experience. To speed up development and enable our backend team to focus on porting the existing Domino! engine into Solo, I personally developed the game UI in Unity. The project had a tight one-month deadline from inception to completion, requiring efficient and focused development efforts to meet our goals.

Domino! Solo

Services

UI/UX, Logo Design, Unity Visual Dev

Tools

Figma, Blender, Unity, GenAI

Brief

User research revealed a significant division in player engagement with the Domino! app, where some players preferred casual or blitz PvP modes, while others strictly played against the computer. Anticipating that the growing emphasis on Rank and Metagame might alienate long-time PvC players, we decided to experiment with a free spin-off game called Domino! Solo, offering a dedicated single-player vs computer experience. The goal was to attract PvC players without diverting current Domino! players and to catch PvC players who might be searching for other options in the app marketplace, as well as re-engage long-time PvC players who had dropped off. I led the design of the brand and user interface for Domino! Solo. Additionally, I introduced themed game boards and music settings to create a calm and relaxed experience. To speed up development and enable our backend team to focus on porting the existing Domino! engine into Solo, I personally developed the game UI in Unity. The project had a tight one-month deadline from inception to completion, requiring efficient and focused development efforts to meet our goals.

Game Board Themes

Game Board Themes

Logo Design

The game was initially called Domino! Original, but this name was unanimously rejected by the team. I pitched the name “Solo” as it was my favorite choice and I felt it reflected the true intent of the game. Ultimately, it became the selected title for the game.

Logo Design

The game was initially called Domino! Original, but this name was unanimously rejected by the team. I pitched the name “Solo” as it was my favorite choice and I felt it reflected the true intent of the game. Ultimately, it became the selected title for the game.

Domino! Slam

Services

Game Design, UI/UX, Logo Design, Character Design, 3d Modeling, Animation

Tools

Figma, Zbrush, Blender, Unity, GenAI

Brief

Domino! Slam was an innovative project I developed alongside two of my Flyclops teammates. This side project aimed to diversify our game portfolio while keeping our existing player base engaged without drawing them away from Domino!. My inspiration came from a desire to elevate player interactions beyond static emotes and avatar frames. With a background in fighting games like Street Fighter, I saw a parallel between the excitement and competitive spirit of those games and the energy among domino players. I envisioned a game where players could see their avatars perform special moves and combos in real-time, adding a dynamic layer of interaction. The idea was further refined after exploring games like Puzzle Fighter, which feature fighting avatars that respond to in-game actions. By integrating similar mechanics, Domino! Slam aimed to create a thrilling experience where players’ moves in the game triggered their avatars’ actions, enhancing player connection and endowment in ways that were inaccessible in the original Domino! game. Just as fighting game players adopt primary characters they rarely diverge from, Domino! Slam was designed to foster a similar bond between players and their avatars. I took charge of designing the brand, UI, and character concepts, and 3D modeled the first draft character. To engage our existing player base, I included the fan-favorite Domino! character, Pippy, as the opposing fighter. I also worked on the animations. However, the project was eventually shuttered to focus all team efforts on the metagame initiative. K-O!

Domino! Slam

Services

Game Design, UI/UX, Logo Design, Character Design, 3d Modeling, Animation

Tools

Figma, Zbrush, Blender, Unity, GenAI

Brief

Domino! Slam was an innovative project I developed alongside two of my Flyclops teammates. This side project aimed to diversify our game portfolio while keeping our existing player base engaged without drawing them away from Domino!. My inspiration came from a desire to elevate player interactions beyond static emotes and avatar frames. With a background in fighting games like Street Fighter, I saw a parallel between the excitement and competitive spirit of those games and the energy among domino players. I envisioned a game where players could see their avatars perform special moves and combos in real-time, adding a dynamic layer of interaction. The idea was further refined after exploring games like Puzzle Fighter, which feature fighting avatars that respond to in-game actions. By integrating similar mechanics, Domino! Slam aimed to create a thrilling experience where players’ moves in the game triggered their avatars’ actions, enhancing player connection and endowment in ways that were inaccessible in the original Domino! game. Just as fighting game players adopt primary characters they rarely diverge from, Domino! Slam was designed to foster a similar bond between players and their avatars. I took charge of designing the brand, UI, and character concepts, and 3D modeled the first draft character. To engage our existing player base, I included the fan-favorite Domino! character, Pippy, as the opposing fighter. I also worked on the animations. However, the project was eventually shuttered to focus all team efforts on the metagame initiative. K-O!

Logo Design

The spin-off title “Slam” was inspired by the dynamic action of players slamming their winning last bone during in-person games, encapsulating the game’s excitement and intensity. For the logo, my goal was to create a bold and visually distinct design that stands apart from our original Domino! game, representing a fresh, energetic experience. The incorporation of cracks in the logo was intended to evoke a rugged and tough presence.

Logo Design

The spin-off title “Slam” was inspired by the dynamic action of players slamming their winning last bone during in-person games, encapsulating the game’s excitement and intensity. For the logo, my goal was to create a bold and visually distinct design that stands apart from our original Domino! game, representing a fresh, energetic experience. The incorporation of cracks in the logo was intended to evoke a rugged and tough presence.

Game UI

Initially, the game UI wireframes appeared straightforward, but legibility issues arose with higher fidelity mockups. My goal was to create a distinct, cohesive visual style, ensuring the game board and fighters were separate yet harmonized. Balancing the game board overlay with the fighting action was crucial, requiring numerous iterations of the player health bar and move timer. Additionally, designing the UI framing for the board was challenging, as it needed the right blend of energy and subtlety.

Game UI

Initially, the game UI wireframes appeared straightforward, but legibility issues arose with higher fidelity mockups. My goal was to create a distinct, cohesive visual style, ensuring the game board and fighters were separate yet harmonized. Balancing the game board overlay with the fighting action was crucial, requiring numerous iterations of the player health bar and move timer. Additionally, designing the UI framing for the board was challenging, as it needed the right blend of energy and subtlety.

Game Board Wireframe

Game Board Wireframe

Early Game Board Drafts

🏆🏆🐓🍽️

🏆🏆🐓🍽️

Game Board Sprite Sheet

Game Board Sprite Sheet

Lore Concept

The idea for how to integrate characters into the game struck me one night while lying in bed. I envisioned Pippy, our beloved Domino! 'vs computer' mode mascot, being tasked with mastering advanced domino strategies to boost its player skill level. To achieve this, Pippy, who proves to be a better engineer than domino player, constructs a time and space teleporter. Using this device, Pippy “recruits” (kidnaps) the top domino players from various eras and locations throughout the known universe, bringing them into a simulated domino tournament. In this unique setup, players’ moves in the domino game are mirrored as fighting moves, ensuring they stay "highly motivated" to win. Pippy gathers data from these intense matches to learn the best strategies from the finest players across all space and time.

Lore Concept

The idea for how to integrate characters into the game struck me one night while lying in bed. I envisioned Pippy, our beloved Domino! 'vs computer' mode mascot, being tasked with mastering advanced domino strategies to boost its player skill level. To achieve this, Pippy, who proves to be a better engineer than domino player, constructs a time and space teleporter. Using this device, Pippy “recruits” (kidnaps) the top domino players from various eras and locations throughout the known universe, bringing them into a simulated domino tournament. In this unique setup, players’ moves in the domino game are mirrored as fighting moves, ensuring they stay "highly motivated" to win. Pippy gathers data from these intense matches to learn the best strategies from the finest players across all space and time.

Character Sketches

Character Sketches

The Space Princess

The Nosferatu

The Street Magician

The Biker

The Biker

Initial Zbrush Sculpt

Initial Zbrush Sculpt

Finding Kaperr

With Pippy’s existing 3D model already completed, I was able to focus on creating one additional character for the pitch. I aimed for the cast to be self-serious yet come across to players as lighthearted and somewhat absurd. After brainstorming several character ideas, I settled on a gruff biker named Kaperr, a nod to another staff member. This character resonated with me the most, so I proceeded with its development. I started by modeling Kaperr in ZBrush and then refined the design in Blender, making a few visual adjustments along the way. One significant change was transitioning the character’s hairstyle from an afro to a pompadour-like style and changing his vest color to contrast Pippy more. I animated his base move set and idle animation to showcase in the pitch.

Finding Kaperr

With Pippy’s existing 3D model already completed, I was able to focus on creating one additional character for the pitch. I aimed for the cast to be self-serious yet come across to players as lighthearted and somewhat absurd. After brainstorming several character ideas, I settled on a gruff biker named Kaperr, a nod to another staff member. This character resonated with me the most, so I proceeded with its development. I started by modeling Kaperr in ZBrush and then refined the design in Blender, making a few visual adjustments along the way. One significant change was transitioning the character’s hairstyle from an afro to a pompadour-like style and changing his vest color to contrast Pippy more. I animated his base move set and idle animation to showcase in the pitch.

Closing

As stated above, we had to put the game on hold indefinitely to focus on the metagame initiative, making it unlikely we’ll develop it further. Even though the project was suspended, the experience taught me and my teammates a lot about game design and development. That’s why I’m including it in my portfolio—it’s one of my favorite projects and had a blast pushing it as far as we could. Thank you Celio and Alex for all the late nights and hard work.

Closing

As stated above, we had to put the game on hold indefinitely to focus on the metagame initiative, making it unlikely we’ll develop it further. Even though the project was suspended, the experience taught me and my teammates a lot about game design and development. That’s why I’m including it in my portfolio—it’s one of my favorite projects and had a blast pushing it as far as we could. Thank you Celio and Alex for all the late nights and hard work.

FIN

FIN