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Developing Tilt & Swipe - Sebastian Perri talks about making 3D art for a mobile game

Developing Tilt & Swipe - Sebastian Perri talks about making 3D art for a mobile game

Developing Tilt & Swipe - Sebastian Perri talks about making 3D art for a mobile game

05-Jul-2013

Tilt & Swipe - Fast facts

Development Time frame = 1 year

Team and roles:

  • Tony Oakden = Producer, Designer and Programmer
  • Sebastian Perri (me) =Artist, Quality Assurance and Marketing Assistant
  • Dan Miller = Sound Design and Music
  • Dean Walshe = Game Play Video

Number of iterations = 3 major art Iterations
Name changes = more than 8

Downloads after a month of release = over 2000

Software used = 3Dcoat, Photoshop, Modo, Unity and Flurry



My Background

I have been developing art for games successfully and unsuccessfully for a decade. It all started when I was the work experience kid for Fallout Tactics. I was handed a golden opportunity to make an NPC character for Fallout Tactics which I jumped on. This was the best start anyone in my position could want. I have played this game all the way through twice and I still really like it.  


Pictured above: My character in Fallout Tactics (zoomed in on the right)


So what does Fallout Tactics have to do with Tilt & Swipe a game that I have recently worked on 13 years later? It is when I first met Tony Oaken, Producer, Designer and Programmer for Tilt & Swipe. I remember thinking to myself at the time “it would be fun to work with Tony again one day”….Ha.



Tilt & Swipe Game Design

Tony had a cool idea for the match up game and was keen to deploy it on the Google store with the other games he had already made through his company Charlie Dog Games. I was given pretty much free rein over the art.


Developing the art  of Tilt & Swipe

Everything was iterated on in the game including the name. After joking about creating a ridiculous physical prototype from a snooker table we figured that referencing snooker paraphernalia would be an interesting fit. Simple right, well the below screen shots should show you how much diddling about (oop's I mean 'development and iteration') I did and how we reached the final result.



Pictured above: Name and EXE iteration over time; Dan Toose came up with the final name Tilt & Swipe during an informal play test of the game at GCAP 2012. Thanks Dan!

Pictured above: changes in the board design over the course of a year.


Don't forget to iterate your work, as the first thing you make is always crap when compared to the final version. The first 6 months of feedback I felt like I was being beaten up. I heard a lot of comments like “could look better if..” and “what’s that on the screen there..” . When these comments went away I knew that I was on the right track with the visuals for the game. It is important to listen to constructive criticism to improve your work.


In Part 2 I will discuss the pro's and con's of the different software used in the development of Tilt & Swipe, lessons learnt, publishing and promotional tips.

While waiting for part 2 you can play Tilt & Swipe for free on Android