We’re All In

We’re All In is a Unity party and dice game on Steam, in the vein of Mario Party and Fall Guys, with a layer on top where players bet on each other. The art direction is Toy World: everything in it is the toy version of itself.

In-game view of one of the maps In game. Wood-grain trees, a die for a building, a stack of chips for a tower.

A round of Paint The Tiles Paint The Tiles, one of the minigames.

I was the technical artist, art direction lead and sole 3D artist on the game. It ships with 40 minigames, and I modelled and textured every arena in it. The constraint that shaped every decision was time — the art went from nothing to release-ready in a month.

  • Material system. Every surface reads as a real toy material: painted wood, glossy plastic, metal, felt. Each map then gets its own colour palette, chosen to evoke a particular feeling.
  • Rendering layer masks. Unity’s built-in rendering layer mask gives individual objects an ID, which let me change an object’s texture pattern quickly.
  • Toon shading. A custom-adjusted toon shader tuned for readability, with ambient and reflection driven by a matcap rather than the skybox.
  • Vertex colour. Used extensively for object colour and detail, which cut the number of material variants the game had to carry.
  • Procedural tooling. A Blender Geometry Nodes setup for the chips, with colour masking and a per-copy random seed, so variations are generated rather than modelled by hand.