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Big Fish Casino & Jackpot Magic Slots

2021 — 2026 · Product Madness · Art Lead

Live ops events, monetisation features, and 2D art direction across live F2P mobile titles — from concept and UX flows to shipped, player-facing screens.

  • Team scaled — 2 → 9
  • Disciplines — Art · UX · Game Ops · Product
  • Tools — Figma · PS · Unity
Product Madness — hero
00 Overview

At Product Madness, I worked at the heart of the live ops calendar across multiple live F2P titles — delivering recurring events, monetisation features, and seasonal content on a relentless cadence. I led end-to-end feature delivery from concept and UX flows through key art, 2D asset creation, and implementation specs, with decisions informed by player feedback and iterated through live release cycles. I also owned 2D art direction and style consistency across titles, and led several title redesigns — complex cross-functional initiatives delivered in close partnership with Art Leads, UX, Product, and Game Ops.

Alongside strategic direction, I remained hands-on in production, delivering high-quality 2D assets including readable gameplay visuals, characters, environments, icons, and UI. I scaled the art team from 2 to 9 specialists across Tech Art, Animation, Graphic Design, and Illustration — hiring, onboarding, mentoring, and establishing review cadence and growth plans.

01 Game Night

A recurring live ops event where players collect dice rolls to progress through themed boards. The goal: a repeatable engagement beat that could return to the calendar again and again without bespoke rebuilds. The mechanic: dice-roll progression across themed boards, feeding on play sessions. I owned the event suite end to end — defining the visual language in the mood board, leading iteration on board art and pop-up screens through feedback rounds, and shipping the final assets. The result: a templated event that re-runs across the calendar with fresh themes.

Below is the working process: mood board, exploration, feedback rounds, and final.

Game Night — mood board
Game Night — exploration
Game Night — final
02 Spin for Unlimited Chests & Keep the Fun Going

A program of recurring in-game features designed to drive engagement, monetisation, and live ops calendar alignment across multiple titles. Each feature had a defined goal — Spin for Unlimited Chests as a machine-event spend driver, Keep the Fun Going as a retention pop-up — with payer and non-payer variants designed per segment. I led the suite from concept through to live deployment, partnering with Product, Game Ops, and UX to scope each feature, and owning the design system that ties pop-ups, slot machine art, and event UI together.

Below is the working process across the two features: hero key art, design system references, payer/non-payer variants, in-flight feedback, and final shipped assets.

Spin for Unlimited Chests — hero
Design system reference
Final shipped assets
03 Frenzy Challenge

A multi-day live ops mission system where players complete escalating challenges across slot titles to unlock progressive rewards. The design problem: the live ops calendar needed a mission event that could re-run constantly without bespoke art for every event. The answer was a system built to scale — a single template (intro → in-progress → reward → completion) that supports rotating challenge content. I led the visual identity from logo through to UI, partnering with Game Ops and Product.

Below: logo development, wireframes for the mission flow, and final in-game UI states across the host, progress tray, and "You Did It" reward moment.

Frenzy Challenge — logo
Frenzy Challenge — wireframes
Frenzy Challenge — in-game UI
04 Halloween & Winter variants

The payoff of designing Frenzy Challenge as a system: seasonal reskins ship without rebuilding the underlying UI — only the host character, background, frame ornaments, and palette change. Below: Halloween and Winter variants of the same mission flow, demonstrating how the template scales across the live ops calendar while preserving readability of progress, rewards, and CTAs.

Halloween variant
Winter variant
Seasonal variant
05 Elite Jackpot — discovery & onboarding

A revamp of a live monetisation feature, designed as a full player journey. This first stage solves discovery: an intro tooltip surfaces the feature on first session, a contextual info popup explains how the jackpot qualifies and pays out, and a typography system holds the entire tooltip family together visually — so a complex mechanic reads clearly in seconds.

Elite Jackpot — intro tooltip
Elite Jackpot — info popup
Elite Jackpot — tooltip typography
06 Elite Jackpot — in-play feedback

Once a player is inside the experience, the tooltip system communicates state in real time. The bet-qualifying indicator confirms when the current spin is eligible, and two expiry variants — one minute and thirty seconds — escalate urgency as the event window closes. Clear state feedback is what keeps a time-limited monetisation mechanic feeling fair rather than confusing.

Elite Jackpot — bet-qualifying indicator
Elite Jackpot — expiring in 1 minute
Elite Jackpot — expiring in 30 seconds
07 Elite Jackpot — win moments

The headline moment. Art-directed the win popup across two titles — Big Fish Casino and Jackpot Magic Slots — keeping the structural rhythm shared while letting each game's visual identity lead. The end-of-event tooltip closes the loop after the celebration.

Elite Jackpot win popup — Big Fish Casino
Elite Jackpot win popup — Jackpot Magic Slots
Elite Jackpot — end-of-event tooltip
08 Seasonal sales — promotional system

The seasonal sales calendar, treated as a system rather than a series of one-offs: preview banners, in-app popups, and game-board moments that reuse the same promotional structure with bespoke seasonal artwork. Owning it this way meant every event — Cinco de Mayo, Mother's Day, Father's Day, the American Summer Sale, 4th of July — shipped on schedule against the live ops calendar without reinventing the flow each time.

09 Treasures — themed mission system

Owned art direction on Treasures — a slot mission system built to support themed reskins across the live ops calendar. The same underlying mechanic carries an Arabian original, a Harvest fall variant, and a Japan calendar event, each rebuilt around bespoke characters, environments, and palette — fresh content for players, one system for the team.

10 Themed missions — seasonal art

Themed mission art across the live ops calendar — Halloween (Bats), Hanukkah, and New Year. Each event ships a coordinated set of preview banner, popup, in-game UI, and social/share moments built around a single seasonal concept.

11 Mission Tray Redesign

The original flow used redundant pop-ups every time a player triggered a slot mission, causing notification fatigue and lobby clutter. I led a redesign that consolidated mission feedback into a single contextual tray on the slot itself, animated across four states.

Mission tray — state 1
Mission tray — state 2
Mission tray — state 3
12 Puzzle illustrations

Selection of in-game puzzle illustrations created across the Product Madness portfolio, including holiday-themed sets.

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