THE LOGO:

MY ROLE:

WHAT I DID.

I developed the original concept and game design, and handled the entire art direction and visual design, from the characters, backgrounds, symbols and logo to the full game UI. I also created the sound design and fully rigged and animated the main character in Spine.

THE GAME:

The base game in landscape, with sound.

Portrait: the board above, the artist below.

THE IDEA:

TAG THE CITY.
DON’T GET CAUGHT.

A graffiti artist turns the city into his canvas while the police are constantly on his tail. But instead of running scared, he seems to enjoy the chase, always one step ahead and never taking the police too seriously. That playful attitude is what gives the game its rebellious personality.

ARCADE ENERGY.

One of my early inspirations was Icy Tower, a game I loved playing as a child. I was drawn to its character with the beanie, the walls and the playful street atmosphere. I wanted to bring some of that nostalgic arcade energy into a slot game, giving it a fresh, modern look and a rebellious personality of its own.

THE LOOK:

THE CITY IS GREY.
GRAFFITI OWNS THE COLOUR.

I wanted the city to feel gritty and almost monochromatic, with grey concrete, dark streets and worn-down walls. The colour comes from the graffiti, the symbols and the police lights, creating a strong contrast that keeps the gameplay at the centre of attention.

MARKING THE WIN.

I wanted the win effects to feel like part of the street environment. Chalk-like markings circle the winning symbols, with lines and arrows connecting them, giving the wins a visual language that belongs to the game's world.

CASH, NOT GOLD.

I replaced the traditional gold coins with dollar bills to make the win celebrations feel more connected to the game's urban street theme.

In-game mockup: the alley at night, with fire escapes, a surveillance camera, police tape and a patrol car parked behind the board.

Portrait mockup: a winning line sprayed across two officers.

THE SYMBOLS:

The full set, with the Long Wild on the right.

ONE COLOUR EACH.

Each symbol has a distinct colour, with a clear hierarchy between lower and higher values. Graffiti-inspired shapes tie them to the street aesthetic, while the bonus symbol stands apart with its own distinctive design.

THE LOWS STAY
ON THE WALL.

The low symbols are muted grey graffiti letters against the concrete, deliberately kept simple so the brighter, higher-value symbols stand out.

SYMBOLS THAT MOVE.

Every symbol except the low tier is animated, bringing constant movement and personality to the board. The Long Wild stretches organically across the reels, while the police officer's button pops open and his belly bounces, adding a playful touch of humour.

THE FIRST TEN SECONDS:

HIS TAG
OPENS THE GAME.

The entry screen introduces the game's features through graffiti on a concrete wall, giving players a first taste of the street atmosphere before revealing the city itself. Once they tap to enter, the artist's signature crown is sprayed across the screen, covering it in graffiti and bringing the game to life before the first spin.

Landscape, with sound.

Portrait: the three panels stack, rebuilt for the screen.

THE CHASE:

RANDOM
LONG WILD.

At random, a full-length officer pops into a whole reel with a sprayed POP! Any reel showing a wild on its bottom row pops into an officer too, so one cop can call in backup.

ANTICIPATION.

With two spray cans on the board, the screen goes dark and a police helicopter’s searchlights sweep the reels that are still spinning. When the third can lands in the light, it answers back: CATCH ME!

Anticipation: the third can lands in the searchlight.

FREE SPINS:

THE CHASE
DOWN.

Free spins kick off with CHASE DOWN sprayed across the screen, signalling the start of the pursuit. The artist takes off running through the streets, with police sirens and flashing lights turning the familiar setting into a full-on chase.

MORE COPS,
MORE WILDS.

Police Wilds stick to the board and build up with every spin, bringing the chase directly into the gameplay. As the artist runs, he throws a spray can to tag an empty spot and create an extra Wild. If the police catch him, the Wilds clear and the chase starts again, adding a playful twist to the pursuit.

A full free-spins round, from the intro to the total, with sound.

The round in portrait.

THE SPINE RIG:

BUILT FOR
THE CHASE.

Inspired by games like Temple Run, the character was designed and rigged from behind to make the running sequences feel like a real chase. This perspective puts the player right behind the artist as he escapes through the streets.

NEVER
STANDING STILL.

Multiple idle animations keep the character from feeling static during the base game, allowing him to switch between different behaviours. The running, jumping and spray-throwing animations then bring that same personality into the Free Spins chase.

Loading the rig…

The game’s own rig, playing live in your browser. The idles and the run loop until you choose another; JUMP RUN and THROW RUN play once and fall back into the run.

THE BIG WIN:

FOUR MUGSHOTS.

The Big Win turns a police arrest into a playful comedy. As the scenes progress, the artist becomes increasingly cheeky, making a joke out of a situation he's supposed to take seriously. His carefree attitude carries through the entire sequence, keeping the humour and rebellious personality of the game alive even in its biggest wins.

01 — Booked.

02 — Tagging the wall.

03 — Caught.

04 — Role reversal.

The whole sequence as it plays, with sound.

Portrait.