TREASURES

Features

PROJECT NAME

Treasures Feature


ROLE

Big Fish Casino / Jackpot Magic Slots — Treasures Feature


TOOLS

After Effects

Spine 2D

Animate

Particle Designer

Photoshop


Bringing a reward system to life through Spine animation, UI and VFX


Treasures was a reward and collection feature created for Big Fish Casino and Jackpot Magic Slots. I was responsible for animation across much of the experience, including UI, character animation, VFX, the chest progression system, popups and promotional content.

I also created the feature trailer, which brought together many of the characters, rewards, effects and animation sequences used throughout the Treasures experience.

Character Animations


A part of the process I really enjoy is figuring out the performance that isn't present in the original static artwork. I might receive a layered character in a neutral pose, but it's my job to determine how that character moves, reacts and expresses personality.

I started with layered Photoshop artwork and general direction from the designer, but had a lot of creative freedom in determining the character’s actual performance. After rigging the character in Spine, I focused first on strong, readable key poses and silhouettes that communicated personality and emotion. From there, I refined the timing and transitions, then added secondary motion and subtle VFX to give the performance energy and polish.



Treasures Video Trailer


The piece I'm most proud of from the project is the Treasures feature trailer.

The trailer gave me an opportunity to bring together many of the individual assets, characters, rewards, UI elements and animation sequences I'd worked on throughout the feature and present them as one cohesive experience.

Unlike an individual UI interaction, the trailer required me to think about the animation as a complete sequence—how one moment flowed into another, where the viewer's attention should be, when to build energy and when to give the composition room to breathe.

Because I was already familiar with so many of the assets from working on the feature itself, I could use that knowledge to showcase them in a way that represented the personality and energy of Treasures.

Module Animations


The Treasures modules needed to feel active and inviting while still functioning clearly as UI. I used motion to guide the player’s eye, highlight rewards, and communicate activity within the feature. Because the modules could remain on screen for extended periods, I paid close attention to pacing and looping so they stayed visually interesting without constantly demanding attention.



Chest Meter


The Chest Meter needed to make progression feel increasingly valuable as players worked toward better rewards. I built the chest system in Spine using Skins, allowing the same animation structure to support multiple chest designs—from basic to more valuable gold versions.

I animated the chest with upward movement, impact, and supporting VFX to give each interaction energy and a sense of reward. I also worked closely with engineering to establish consistent animation naming and file structure, then exported the finished Spine assets as JSON and atlas files for implementation.