Disney Junior World of Play

Client: Disney

Development Platform: Unity

Roles: Producer, Art Lead, UI Lead

Tools: Photoshop, Illustrator

This game is available on the Disney NOW app.

Menu navigation in “World of Play”

As a team member with a hybrid (lead artist, producer) project role, this project presented opportunities for me to help solve several challenges:

  • Short development time, with plenty of assets to create and not much room for error. I took on a producer role by interfacing directly with our Disney producer and maintaining our Jira database. With a solid process in place, we were able to hit our quality and launch date goals.

  • Multiple IP’s to launch with, with each IP having very specific brand guidelines to abide by. Considering the short development time, we needed to get IP stakeholder approvals early. I established an art approval process that works well with our client and delegated the art submission task to our senior concept artist to help streamline the process.

  • Numerous (hundreds!) interactive elements that needed to be set up in Unity. I worked with engineers to brainstorm and refine tools and processes that can help get game-ready art assets set up in game more quickly and with minimal user error.

  • Onboarding a contract animator to the project. This was this animator’s first experience working in Unity. I worked closely with the animator and an engineer to define our character animation and clothing customization pipelines.

  • Onboarding an intern illustrator to the project. Their art style was a perfect fit, but they had no experience working on a game project before. I was responsible for mentoring the artist so they can prepare game-ready art assets and also learn some in-engine work during their short internship at the studio.

Some of the particle effects and shaders used in World of Play

While the UI in “World of Play” is relatively minimal and was straightforward to set up, I had a lot of fun playing with low effort and high impact polish touches using assorted techniques in Unity—particle effects, sprite shaders, and tweens—to add a layer of liveliness in menus and playsets.

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