Part 1: ASSIGNMENT
Coming right off the first pitch I worked on for Universal Studios I was asked to continue my momentum and pivot onto another pitch for 20th Century Fox (this was before Disney bought the studio). Coincidentally both studios, Universal and Fox approached our office at about the same time. This project was literally handed to me on the day I finished and submitted my work for Universal.
Because of this I utilized the same pipeline I developed with the Universal pitch and was able step away from a lot of the look and feel pre-planning. For this pitch I had the time to really embrace the properties and concentrate primarily on porting their narratives to a game setting. I also ended up improving on my game play designs and created concepts that had a basic logic setup which would allow us to move directly into production if Fox chose to work with us.
While there were other concept tracks taking place for this pitch, the work shown here is what I was responsible for and/or created.
The titles we tentatively discussed including in this pitch were Aliens, Titanic and The Sandlot. Because of its popularity we went with Titanic and because of its nostalgic qualities we also chose to concept The Sandlot.
TITANIC
PLAYFIELD
The actual game has three play fields. A 3rd Class, 2nd Class and 1st Class play field. Your game begins in 3rd Class and as you progress/ level up in your game play you unlock the 2nd and 1st respectively.
RISING WATERS
A rising water feature (seen lower left of play field) was conceived as a way to refresh game play. As morbid as it may be given the context, it was a way to hopefully incentivize players to continually return to the game. The idea was to have the water gradually increase during a players progression. When the water completely rises and engulfs the entire play field (at the 1st class level of game play) everything is wiped and the player starts over at the beginning, the 3rd class play field.

first class play field option shown

SYMBOLS
A game typically consists of more than 2 major symbols, however for this concept I only had time to paint the 2 main actors.
FEATURES
VOLATILITY
When a player chooses a volatility level, they are choosing a multiplier feature for their game play. This multiplier could be applied to a players general game play. (because this is concept, math of course was not vetted for this feature) The volatility they choose also dictates a key scene in the film that will eventually be revealed in the Free Spins round as a cinematic video sequence. This video provides players with the opportunity to see some of their favorite moments from the film while they play through the game.
The Volatility Draw is anchored to the left side of the play field and has up and down toggles that allows players to cycle through the various choices available to their game play. The card a player chooses determines their game play.
VOLATILITY OPTIONS
For each play field, players are offered volatility choices that coincide with the timeline of the movie, plus a generic “no volatility” option for those uninterested in controlling their game play.
Higher class levels are only accessible if that level is unlocked.

The titles on each volatility card above are pulled from the scene titles found on the actual DVD menu and are in sync with the linear timeline of the film.

COLOSSAL SYMBOL
The key scene associated with the chosen volatility will be illustrated (on reel) as a colossal symbol. This symbol will be active only in Free Spins. The colossal symbol is broken up into puzzle pieces as six 3 high symbols. During a boosted spin function, (a brief series of feature spins) the fragmented colossal symbols are in play. If these symbol fragments land in a designated lock-off area (dark area on the reel in the concept), a player will will essentially build the colossal symbol by simply spinning the reel. Once a player manages to piece together the fragmented colossal symbol, a cinematic sequence that coincides with the volatility feature you chose will be initiated via an in-game video sequence. This would also unlock mini-bonus games.
Colossal Symbol Setup
Colossal Symbol Setup
Colossal Symbol Build
Colossal Symbol Build
MINI-GAME BONUSES
Each class play field will have its own unique mini-game. Unfortunately because of time constraints I had time to visually conceive just one.
TITANIC PLINKO - help Jack and Rose elude security and Caledon Hockley
ok, ok, I was in a rush to get some visuals... (sometimes goofy can be fun)
A Plinko styled board that mimics the layout of the ship’s deck. It has optional paths you can choose from at the onset. Once a path is chosen, you watch a symbol of Jack and Rose (the Heart of the Ocean jewel), move down the deck via a Plinko styled path.
On the path, Plinko pegs are represented by elements from the boat (such as railings and walls) and general passengers milling about. There will also be security teams chasing you. If you’re Plinko jewel crosses securities path, the jewel will be knocked off the boat into the freezing water and game play ends. If your jewel successfully manages to make it down the length of the boat deck, there will be catch stalls that each contain a monetary value. One stall will contain Cal Hockley himself. If your jewel lands in the Cal Hockley stall you get the lowest payout. The other stalls will have varying values, with one having the most desirable value.
prior to player choosing their initial path, players will be shown a quick overview of the entire play field. This will give them the opportunity to see where the higher pay value resides in the catch stalls, so they can feel engaged in the game play results.
full play field overview
full play field overview
Jack and Rose jewel
Jack and Rose jewel
jewel placement
jewel placement
jewel path
jewel path
can you elude Cal
can you elude Cal
THE SANDLOT
PLAYFIELD - The Roster
There are nine player profiles (Sandlot characters) anchored to the left of reel. This lineup of these characters coincide with the film’s credit order.
This was an extremely fun title to work with because I'm a huge fan of the film and baseball in general. It was great to "gamify" the film with an aesthetic that felt very time period appropriate. I wish I got to paint up the rest of the team with their own baseball cards.
When you first play The Sandlot slot machine, each Sandlot character in the lineup will be shrouded/ dark (inactive roster). When the reel spins and the baseball card symbol for a particular Sandlot character lands on the (home plate sticky - located at the center of play field) that Sandlot character symbol will doober over to the roster and join the team. Your goal as a player is to build a full team with nine Sandlot characters (active roster). When you have all nine Sandlot characters active in the roster, you’re transported to the Sandlot, to play the “AT BAT” bonus.
whichever Sandlot character that joined the team (last at bat) will be the playable Sandlot character “on deck” during the AT BAT bonus.
inactive roster
inactive roster
homeplate sticky
homeplate sticky
active roster
active roster
last at bat
last at bat
SYMBOLS
Similar to Titanic I only had time to paint the 2 main actors. So I chose two of my favorites.
AT BAT BONUS
GAME PLAY WALK THROUGH
1st PROMPT: SPIN THE WHEEL
When a player reaches this bonus, the first thing they will be prompted to do is spin the baseball wheel. The results of this wheel spin will indicate how many “AT BATS” you get as the designated Sandlot character from your active roster lineup.
Special Wedges
1. If you land on the Wendy Peffercorn wedge you automatically reach first base, and get to spin again.
2. If you land on the Hercules wedge you lose the ball and receive a negative 1 swing amount, and get to spin again. (i.e. if on your next spin, you land on 5 swings, because Hercules took your ball, your swing amount is adjusted and you only get 4 swings)
The pitching process will begin directly after your swing result is revealed.
2nd PROMPT: CHOOSE YOUR PITCH LOCATION
After you win your swing result, 3 indicators pop on screen, (these indicators are located on the opposite side of the batter box from the Sandlot character's position) You the player now have to choose the location of the pitch that the pitcher will deliver. Three choices are available.
▪ High Pitch (chin music)
▪ Level Pitch (right down Broadway)
▪ Low Pitch (in the dirt)
After you choose the pitch location, the pitcher on the mound launches the ball. The Sandlot character will than swing at the level you chose. The slot player’s goal is to make the correct choice.
If pitch location is correctly chosen:
the Sandlot character gets a hit and can reach first, second, third or even home
the Sandlot character gets a hit but it could be a foul ball
If the pitch location you chose is wrong:
the Sandlot character will miss. (note: there are no strikes, because the guys of the Sandlot rarely keep score, so strikes really don’t matter) so you can never strike out
Sandlot character’s progress will be indicated on the baseball diamond UI (top left)
The object is to hit enough pitches to advance your Sandlot character around all bases and reach home plate.
If the play ends and you were unable to reach home, you are transported back to the main play field to repeat the process over again. (potentially with another Sandlot character)
spin the wheel
spin the wheel
swings awarded
swings awarded
choose your pitch
choose your pitch
high pitch chosen
high pitch chosen
on base hit
on base hit
AT BAT SUMMARY
Upon your return to the main play field the roster lineup will record the progress of the Sandlot character who went to bat at The Sandlot AT BAT bonus.
▪ Sandlot characters who have not had an “at bat” cycle will have their 4 base icons dimmed
▪ Sandlot characters who have had an “at bat” cycle will have the base they reached checked off on the stat counter (this is an accumulator that stays in play until one of the Sandlot characters reaches home and ALL players stats are wiped clean)
▪ Sandlot characters that manage to reach home, will award the slot player a “game ending” win. The amount you acquired in the At Bat bonus is multiplied by the multiplier linked to that Sandlot character who reached home.
Throughout game play any Sandlot character on the roster could be the “at bat” player. Your hope is to send a Sandlot character with a higher multiplier to bat more often. When a Sandlot character reaches home, the remaining progress of the other Sandlot characters is wiped clean and the “at bat” stats begin fresh.
PLAY BALL FEATURE
If you're at bat character did not manage to reach home while batting, the game goes into PLAY BALL mode. This is a sort of secondary mode designed to keep at bat active when a player has completely filled their roster. During this feature a Play Ball symbol will be active on the play field. Similar to previous game play, if this symbol lands on the home plate icon, it will doober to the top of the roster and initiate a random cycler of the players. Whichever player the cycler stops on will be your next at bat player.
THE BABE RUTH BALL
The Babe Ruth ball rolls onto the reel turning each symbol it touches into WILDs for that spin. Unfortunately, this also means Hercules is in the area. So while this give players a boosted win payout, it also clears the roster (because no one wants to hang around while Hercules is loose) and game play begins again with a roster that needs to be repopulated.
SUMMARY
All of the above work (including many more iterative process samples not shown) were created in about a 2 week period. The games were created solely for a pitch presentation, they are not validated for actual production. The end result of both pitches, this one and the one for Universal Studios acquired Universal Studios as a partner and I was tasked with overseeing the creative direction of game content for this partnership.
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