SLOT ART GALLERY

A visual archive of released, public, and completed slot games spanning HHR, Class II/III, premium, VLT, TournEvent, licensed IP, and original game families. Earlier work reflects my hands-on foundation in illustration, animation, VFX, and UI; more recent games show Art Director leadership across multidisciplinary teams, larger products, and increasingly complex development pipelines.


At Everi and IGT, my role expanded across original and licensed IP, premium products, Class II/III, VLT, TournEvent games, ports, and multiple cabinet formats.
I focused on setting visual direction, developing artists and leads, reviewing work, solving production problems, and helping teams carry a game from preproduction through final polish.

The challenge was making Hasbro’s Battleship feel at home in a casino without becoming either overly militaristic or childish, while designing for the unusually large Dynasty Luna cabinet.
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A deeper premium sequel carried through major team changes. New ideas (including a 3D mining tunnel and giant rotating diamond) required close art and technical collaboration to solve.
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A premium evolution of the Smokin’ Hot Stuff IP, featuring character-driven mechanics like COR bombs, bomb upgrades, and a wicked wheel bonus combined with frame mechanics.
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Our first game to use AI meaningfully in preproduction, as well as Studio 7’s first Unity-based game & Spine proving ground. See “Success Within the Game Making Process” for more.

Inherited midway, the game was redirected around cultural authenticity and received a visual overhaul, detailed in the case study “Art Direction Rescues“

The squirrels’ cheeks are pots – filling until they burst to reveal the bonus. A late-stage art redirection and paintover pass helped bring the overall game to a more consistent finish.

The companion game to Cheeky Treasures, carrying the same underlying feature family to new characters. The fish are pots, growing until they burst to reveal the bonus game.

I aimed the art toward a Chinese illustration style influenced by Gongbi and Meiren Hua traditions, aiming to slightly one-up the flatter / naive art aesthetic seen in some popular slot titles.

This companion title to Great Emperor maintained the same style, while expanding it to a potentially slightly different player demographic, along with some feature changes.

A sequel to the original & celebrated Moby Dick game, extending the property into a new game format with transmissive mechanical reels x video via the Dynasty Dynamic cabinet.

A character drive game utilizing Unity & Spine. Bonus stages are visible in the distance from the outset, progressively drawing the player toward the mountain of gold at the end.

Three beer mugs act as accumulators, progressively filling toward their bonuses. The game was fully completed for the Illinois VLT program before the IGT merger ultimately left it unreleased.

Designed for TournEvent’s fast, community-based casino competitions rather than conventional floor play. This image shows Disco Fever adapted across both Sol and Vue cabinet formats.

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At Intuicode I art-directed more than 40 HHR titles while remaining hands-on as an artist on roughly 1 in 5 games. The catalog became a proving ground for feature families, artists, visual styles, outsourcing, and eventually the studio’s transition from Flash toward Unity.

A 3025 game with Hold & Spin bonus with progressive jackpots, as well as a wheel bonus with animating mystery wedges. We really aimed to push the Flash platform to its limit on this series.

A hands-on Power Link title where I created character, background, and pearls. I wanted this game to have a disctinct theme & color identity – greek/magentas, to provide more variety in the family.

A contemporary PayPop title that helped push the catalog away from traditional prosperity and fantasy themes into a more modern & trendy direction. Hold & Spins x PayPop feature set.

A more classic x electricity theme for the Power Link family; the Hold & Spin bonus dramatically increases its intensity to match the excitement the player feels during a bonus.

A major growth project for Danielle Suarez and one of the titles where their expanding illustration and graphic-design abilities became especially apparent.

Soaring Freedom was both a released title, and later used for developing Intuicode’s first Unity slot game, turning an existing title into a sandbox for new art and engineering practices.

One of the catalog titles where I remained fully hands-on as the primary artist while simultaneously carrying the Art Director role.

A major stretch project for Danielle Suarez’s illustration and UI skills, and an important step toward the much broader visual-design role they would later grow into. Hold & Spins x PayPop feature set.

A 3025 model, with an Art Nouveau / 3D game that was an important artistic-growth milestone for Misael, demonstrating a much broader visual range than his earlier cartoon-driven work.

A Power Link title built on the shared Hold & Spin and progressive-jackpot architecture, featuring a fully animated 3D dragon character that reacts to gameplay, and directed towards ice/blues.

A Power Link title using the family’s shared Hold & Spin bonus. I purposefully directed this title towards more of a fire/red theme, to provide max variation within the game family.

A darker, velvety purple x jungle gold flavor in the Power Link family, carrying the same core jackpot and Hold & Spin system into a dramatically different theme. Boop the snoot!

The space egg is this 3020 game’s accumulator, building toward a Pick Bonus; Free Spins add expanding Wilds. We deliberately leaned into Misael’s humor and cartoon strengths.

Built on the 3025 feature set: Wheel Bonus with mystery slices, alongside Hold & Spin and expanding-Wild features. Jason Sharpe grew significantly with this title.

A highly self-contained artist production, with Misael carrying the game across illustration, character work, and animation under my direction, refreshing an older math model.

The Vault is a 3020 title, with a 10-stage pot accumulator, ultimately triggering a progressive jackpot Pick Bonus; Free Spins add expanding Wilds.

Another 3020 title, with flames & a theremometer as the 10-stage accumulator. This theme was so much fun to make for all of us. Cue the 80’s Synth wave mixtape!

Another title where I carried both Art Director and primary-artist responsibilities, with Jason handling the animation pass. Hold & Spins x PayPop feature set.

A paired-theme 3025 title featuring wheels with mystery slices, and a Hold & Spin onus. Priscilla carried the art on this game, which became our highest performing game at the time.

One of my external-development projects: the art was produced by Juegos Studios in India, then reviewed, tested, and directed back through the Intuicode team.

A humor-forward title that gave Misael’s character instincts room to lead rather than pushing the game toward a more conventional casino-art style.

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Before becoming an Art Director, I worked as a Senior Artist across concept art, illustration, animation, VFX, backgrounds, UI, and final production polish. This is the craft foundation beneath the later leadership work: making the art directly, solving animation problems, and learning how visuals interact with math, features, and hardware.

The topper environment was fully animated: silhouettes moved, rain struck the cobblestones, neon signs flickered, and steam rose through the alleyways to keep the scene constantly alive.

The drifting lanterns were built around a three-second animation limit: each lantern gradually assumed the position, scale, and appearance of the next to create one seamless continuous loop.

I did the main character, backgrounds, and her animation.

I worked on both the dual-screen Fu Panda and its later portrait/progressive evolution, Fu Panda Xtreme Jackpots. My work included the panda, backgrounds, meters, and character animation.

Because the math was unusually volatile for the studio, I deliberately pushed the art toward the same intensity – letting the visual experience reinforce how the game actually played.

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