Ghost House

Massive Studios · 2025–2026

A haunted-house cash-collect slot and the game I've spent the most time on at Massive. The base game is a 5×6 cascade grid; when the free game triggers the whole thing cross-fades into a flat 30-cell collection grid occupying the same space, and the two reel handlers run side by side so the transition is seamless. On top of that sit a stack of cash mechanics (clone, convert, conveyor, crush, increase) that compact, refill and re-roll the values on screen, plus a fortune wheel bonus.

I built it almost entirely myself, from the two-handler architecture through to the feature work and the handover docs. The framework loads at runtime as a separate bundle with generated typings, and every layout exists twice for landscape and portrait.

Details

  • My role

    Lead and near-sole developer. Architecture, features, documentation.

  • Note

    Internal title. Studio artwork shown; the maths model is the studio's.