Disney Magic Match 3D

Disney Magic Match 3D is a mobile 3D matching game I have been incredibly fortunate to help launch and actively work on leading art across various features, content, and continued live-ops support.

Within my role, I work seamlessly across all our cross-functional teams with Design, UX/UI Designers, Animators, Engineers, Product, and Production to bring the unique vision of each feature to life. Additionally, I am responsible for providing artistic leadership and mentorship to internal and external teams and vendors through art direction, feedback, asset review, paint-overs, illustrating concepts, and providing clear direction to ensure adherence with project goals, guaranteeing a high bar for visual quality is met, and maintaining accuracy and authenticity across each and every IP.

This role has given me the experience of simultaneously leading vendors and external teams around the world, leading and mentoring internal artists, and seamlessly working with multiple cross-functional teams. The project requires strong time management, seamless communication and collaboration, creativity, innovation, strategic foresight to identify production risks and implement preventative solutions, and a strong ability to multitask.

Check out the game for yourself! Available in the App Store or Google Play Store

 

DUG’S ADVENTURE

Our newest event-type holds a special place in my heart as it was the first feature our team developed completely in-house! This immense effort required constant communication and collaboration as we worked in parallel throughout every phase of the project. As Art lead, I was responsible for all art from initial brainstorms and concept work to final asset delivery, sprint planning and pipeline development, prototype development, as well as internal and external submissions and approvals. While all art was created by myself, I worked closely with Animation to support the animation development, including brainstorming and mapping out animation ideas and intents, as well as paint-overs for lighting polish. Additionally, I collaborated with Engineering and Tech to support prototype iterations guaranteeing our parallaxing, animation, and VFXs would work as intended.

Credits:
Art Lead- Art Direction, Concept Ideation, Art Development: Phoebe Brown
Design: Matthew Bryant
UI/UX Design: Shelley Humphries
Animation: Dave Markowitz & Dylan Druktenis
3D Tech Artist: Kristin Weeks
Implementation Tech Artist: Damian Harrop
Engineering: Dain Woods

Full Screen Art, created for iPad and Mobile widths + extended width for marketing

In-Game Mobile View with UI

Home Badge States
Three unique Dug expressions were designed to indicate the Active, Locked/Offline, and Loss of Progress states to the Badge.

Event Promo and How-to-Play Screen Art

 
 

Concept and Feature Development

With every concept, I looked to leverage the mechanics of the feature to build upon and bring an IP-specific story moment to life.

 

DAILY PRIZE CALENDAR

As Art Lead for the feature, I was given Design direction to create a daily prize calendar around a single IP. While specifically asked to try Jiminy Cricket, I was also invited to bring other IP options if I wanted. Having previous knowledge on players’ preferred IPs from my time on Disney Emoji Blitz, I focused additional ideas around IPs that I knew would not only resonate with our player base but could capture a story moment through the daily prize calendar. Overall, I wanted the mechanics of the feature to feel meaningful and help build upon a story verses simply applying an IP onto a daily prize calendar like a skin. The work below highlights the final art for the feature, along with all concept and development work demonstrating my process to the final product.
Credits:
Art Direction and Vendor Reviewer & Approver: Phoebe Brown
Design: Matthew Bryant
UI/UX Design: Jane Reed
Final Art Render: Ocellus

Full Screen Art, created for iPad and Mobile widths + extended width for marketing

Feature Walkthroughs, iPad and Mobile Widths

Concept and Feature Development

 

STAR PASS

As my very first feature on Disney Magic Match, I had the opportunity to concept and oversee the creation of all art assets for our new event-type, Star Pass. This work consisted of an event hero image formatted for both iPad and mobile widths, a home badge with multiple states, six new evergreen Premium Track chests plus a grand prize vault, How-to-Play screen assets, and shop banner assets. As with all features I lead, I see the feature through from concept to final delivery with on-going live-ops support, and am continuing to evolve the feature.
Credits:
Art Lead- Concept Development and Vendor Reviewer & Approver: Phoebe Brown
Design: Jeff Junio
UI/UX Design: Kat Craig
Animation: Dave Markowitz
VFX: Michael Aspiros
Art Render: Ocellus, Final Art Render by Phoebe Brown

Star Pass Hero Image Art at iPad width

Home Badge States
Three unique states of the Grand Prize Vault were designed to indicate the Locked, Default Unlocked, and Unlocked state for players who purchased Star Pass.

Star Pass Evergreen Premium Track Chest Designs

Six new chests with a star motif were designed for the premium track.

Art Assets for the Main Event Screen, How-to-Play Screen, and Shop Banner

Hero Art in Final UI

New Art Assets for How-to-Play Screen

Hero Art Concepts

 
 

CARD ALBUM EVENT- HOLIDAY HERO ART RESKIN

Another feature I had the opportunity to lead was the development of a new holiday themed reskin for our Card Album Event. Maintaining a consistent template with our evergreen Card Album hero image, I lead the creation of the event reskin from concept through final implementation, including managing all internal and external reviews and approvals. Below highlights the final art as it appeared across the game, as well as early concept work and development.
Credits:
Art Lead- Concept Development and Vendor Reviewer & Approver: Phoebe Brown
Design: Jeff Junio
Final Art Render: Ocellus

An example of our evergreen Hero Image

Final Hero Image Art for the Holiday Reskin

 

Hero Image Art Use Cases:
Promotional Pop-Up, Loading Screen, and Main Event Screen

Early Concept and Development

 

MAGIC MINI 2D RENDERS

A selection of released Magic Minis 2D renders I have had the pleasure of helping complete. After the 3D is completed, those files along with their 2D turnarounds are passed along to myself to begin the rendering production of our Magic Minis. At this stage, I fully oversee the production with our external vendor, providing clear direction and feedback to keep the renders consistent with our established style guide while guaranteeing an accuracy and authenticity is maintained across each and every IP. Final paint-over work is done in-house by myself to give the Magic Minis an HD look and feel across all in-game, marketing, and social use cases.

Art Lead, 2D Development: Vendor Reviewer & Approver, Final Paint-over: Phoebe Brown
2D Renders: Ocellus