Arcane Bloom
Slot game · Art direction, Game UI, Motion design · MoveUp Media · Casino players · Browser · 18+
An original slot game that carries one visual direction from the art to the interface, the motion and a version people can play.
Context
Arcane Bloom is an original casino game set in an alchemist’s greenhouse. I created it to show how one visual direction can carry a game from the first sketches to something people can play. The film and the playable version share the same art and the same results, and the game runs on fictional credits, with no real money involved.
Objective
Show one person carrying a visual direction across art, interface, motion and interaction. For the player, the promise is simple: an easy action, a result anyone can read and one moment worth remembering.
Process
The theme came out of three rounds of exploration. The first ideas looked too realistic and the second too flat, and the third, built from my own references, found the greenhouse. From there the game grew in short cycles of review. Each cycle named a concrete problem and fixed it in context, until every symbol had its own character and its own way of moving.
Identity
The world is painted and full of volume, in deep greens, violet, amber and gold. The brightest colours belong to the moments that matter, the action and the result, so the eye always knows where to look. Progress lives inside the world, in an elixir flask that fills as the player wins, and each tier of win has its own hero object.
Outcome
Arcane Bloom is a playable browser demo used inside MoveUp Media to test user engagement with casino games. The film and the game come from the same source. One build can present the concept and put it in players’ hands, which makes it a practical way to learn what holds their attention before an idea becomes a product.