Meet The Team... Joshua Clay - Winchester Mystery House - UI & 3D Design
Manage episode 517391728 series 3665644
The first in a new series diving into the artists, engineers, and mad scientists behind Winchester Mystery House. We sit down with UI artist, 3D modeller, and graphic designer Joshua Clay to talk about what it takes to shape the look and feel of Barrels of Fun’s most ambitious game yet. From haunting interface layouts to the subtle textures that bring the mansion’s ghostly charm to life — this episode opens the door to the minds that built the house.
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00:00:00 - Cold open and the idea behind “Meet the Team…”
00:01:02 - Introducing Joshua Clay and his creative role
00:02:11 - Why the Winchester Mystery House fits pinball perfectly
00:03:05 - From Dune’s desert to Winchester’s hallways: shifting tone
00:04:09 - Building rooms from reference photos and architectural plans
00:05:02 - How to give each room personality through 3D lighting
00:06:17 - Modeling tricks learned from gaming UI projects
00:07:25 - Adapting mobile design instincts to pinball readability
00:08:13 - The rotating turntable—what it adds to the gameplay experience
00:09:04 - Getting motion and texture right on the spinning floor
00:10:27 - Collaboration between 3D art and mechanical design
00:11:18 - Music, sound, and visuals syncing across modes
00:12:35 - Ghost shader experiments and the “spectral fog” look
00:14:10 - The eerie charm of the planchette animation
00:15:39 - Why Winchester’s visual tone avoids clichés of “haunted” games
00:16:53 - Giving players orientation through UI glow and camera framing
00:18:05 - Why the team went pre-rendered instead of real-time
00:19:12 - Tools of the trade—Blender pipelines, lighting templates, and asset reuse
00:20:26 - Voice-over direction and the concept of a haunted tour guide
00:22:01 - Early concepts that didn’t make the cut (and why)
00:23:15 - Using color cues for different areas of the mansion
00:25:07 - The challenge of layering UI over a busy playfield
00:27:14 - When readability trumps realism in pinball design
00:29:46 - Working with Karl DeAngelo to balance clarity and mystery
00:32:02 - Ghost animations that behave differently per room
00:34:10 - Special effects inspired by old horror films
00:36:20 - How shadows became storytelling devices
00:39:33 - Scene transitions that match game rhythm and music beats
00:42:18 - The evolution of the match sequence on the planchette
00:45:41 - Fine-tuning glow intensity for llighting
00:47:50 - Making each mode feel like its own short film
00:50:11 - Expo debut and reactions from players seeing the visuals live
00:53:06 - Last-minute bug hunts and shader optimizations
00:55:39 - Lessons learned moving from still renders to gameplay integration
00:58:12 - The emotional payoff: when the house feels alive
01:00:27 - What Joshua’s most proud of in the final build
01:03:19 - Looking ahead
01:05:46 - Closing reflections and the philosophy behind good pinball design
01:07:20 - Credits, laughter, and post-show wrap-up
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21 episodes