Pirate's Money (Web Game)


[EN] Explore a world of adventure and strategy with this web gambling game titled "Pirate's Money", an exciting retelling of the classic pirate-themed stone, paper, and scissors. Players embark on 1-on-1 battles, where Atlantean rings, privateers' swords, and treasure maps decide the destination in three intense rounds. They can acquire special items to increase their chances of victory, from artifacts that restrict opposing choices to those that allow a strategic escape to minimize losses. Participants have the opportunity to engage in championships, level up, and unlock exclusive benefits such as access to new scenarios such as deserted islands and pirate ship decks, as well as ghost pirate and fishman themed skins. Venturing into this pirate universe is synonymous with exciting challenges and a quest for glory!

[PT] Explore um mundo de aventuras e estratégias com o jogo web de apostas "Pirate's Money", uma emocionante releitura do clássico pedra, papel e tesoura com uma temática pirata. Os jogadores embarcam em batalhas de 1 contra 1, onde anéis atlantes, espadas de corsários e mapas do tesouro decidem o destino em três rodadas intensas. Eles podem adquirir itens especiais para aumentar suas chances de vitória, desde artefatos que restringem as escolhas adversárias até aqueles que permitem uma fuga estratégica para minimizar perdas. Os participantes têm a oportunidade de se envolver em campeonatos, subir de nível e desbloquear benefícios exclusivos, como acesso a novos cenários, como ilhas desertas e convés de navios piratas, além de skins temáticas de piratas fantasmas e homens-peixe. Aventurar-se neste universo pirata é sinônimo de desafios emocionantes e busca pela glória!
09/2022 - 12/2022
[EN] As a lead Artist, the responsibility for shaping the integral visual identity of the game fell on me, ranging from the style of the logo to the smallest details of the characters, scenarios, and items. Initially, I focused on creating the logo, which would serve as the distinctive face of the project. Given the game’s pirate theme, I dove into visual references that evoked this unique atmosphere. Gleaming gold, sparkling gems, imposing skulls, sharp swords, characteristic hooks and the sturdiness of the wood of ships and barrels were essential elements that we incorporated to convey the essence and adventure of the pirate universe.
[PT] Como lead artist, a responsabilidade de moldar a identidade visual integral do jogo recaiu sobre mim, abrangendo desde o estilo da logo até os mínimos detalhes dos personagens, cenários e itens. Inicialmente, concentrei-me na criação da logo, que serviria como a face distintiva do projeto. Dado o tema pirata do jogo, mergulhei em referências visuais que evocassem essa atmosfera única. Ouro reluzente, gemas cintilantes, caveiras imponentes, espadas afiadas, ganchos característicos e a robustez da madeira de navios e barris foram elementos essenciais que incorporamos para transmitir a essência e a aventura do universo pirata.
[EN] During the character development process it was defined that we would have two main avatars: a man and a woman. I presented two distinct style options to the client, one with more cartoony proportions and another with more realistic proportions, allowing them to choose the one that best suited the project's vision. After selecting the style, I focused on creating four main poses for each character, each representing a specific action related to the different stages of the battles: victory, defeat, wait, and attack.
[PT] Durante o processo de desenvolvimento de personagens ficou definido que teríamos dois avatares principais: um homem e uma mulher. Apresentei ao cliente duas opções distintas de estilo, uma com proporções mais cartunescas e outra com proporções mais realistas, permitindo-lhes escolher a que melhor se adequava à visão do projeto. Após a seleção do estilo, concentrei-me em criar quatro poses principais para cada personagem, cada uma representando uma ação específica relacionada às diferentes fases das batalhas: vitória, derrota, espera e ataque.
Final Version
[EN] In the second phase of character development, I focused on creating a variety of skins for each of them. To simplify the process and considering the reduced number of poses available, we decided to approach the clothes and physical characteristics as independent elements, which could be applied individually on a character basis. This approach gave players the freedom to combine elements and create unique skins, thus enriching the in-game customization experience. Using this method were created skins themed as fishman pirate, ghost pirate, and shipwrecked pirate.

[PT] Na segunda fase do desenvolvimento dos personagens, me concentrei em em criar uma variedade de skins para cada um deles. Para simplificar o processo e considerando o número reduzido de poses disponíveis, decidimos abordar as roupas e características físicas como elementos independentes, que poderiam ser aplicados individualmente sobre uma base dos personagens. Essa abordagem proporcionou aos jogadores a liberdade de combinar elementos e criar skins únicas, enriquecendo assim a experiência de personalização dentro do jogo. Utilizando esse método foram criadas skins temáticas como pirata homem-peixe, pirata fantasma, pirata náufrago.
[EN] Getting a little out of focus on the characters, my responsibility was to create the icons for the three main weapons and the items that granted special abilities to the players during matches. For the weapons, I chose to follow a style close to the logo, using a wooden shape to frame them and maintain visual consistency between them, ensuring the perception that all had equivalent power. As for the items, I chose a coin-like metallic texture to differentiate them from the weapons. This proved essential since they would appear next to each other in the user interface.
[PT] Ficando um pouco fora de foco nos personagens, minha responsabilidade foi criar os ícones para as três armas principais e os itens que concederam habilidades especiais aos jogadores durante as partidas. Para as armas, optei por seguir um estilo próximo ao logotipo, usando uma forma de madeira para enquadrá-las e manter a consistência visual entre elas, garantindo a percepção de que todas tinham poder equivalente. Quanto aos itens, escolhi uma textura metálica tipo moeda para diferenciá-los das armas. Isso se mostrou essencial, uma vez que eles apareceriam lado a lado na interface do usuário.

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