Concept archive / Burton Design Group

Flavor Monsters

Game project for Truth. An early concept storyboard explores character behavior, touch and device-motion interactions, and a tabletop AR idea.

Hand-drawn Flavor Monsters concept storyboard with green and orange monsters, phone interactions, a character transformation and a proposed reward flow.
Flavor Monsters · Concept exploration, not a final game screen. The storyboard proposes poking, tilting and shaking the character to reveal Truth facts and rewards. AR appears here as a concept, not a claim of a shipped feature.
Wide Unity Editor view of the Flavor Monsters Hollywood city environment with pink-purple lighting.
Inside the build. Hollywood environment in the Unity Editor. A work-in-progress view, rather than a final gameplay capture.
Flavor Monsters city scene shown alongside Unity hierarchy and asset panels.
City layout and scene assembly shown in the development environment.
Hollywood level color concept painting from the Flavor Monsters creative review.
Before the build. Hollywood environment color concept, from the creative review guide.
Honey and Spearmint character artwork in the Flavor Monsters review guide.
Character development. Honey and Spearmint designs presented in the review guide.
Banana Split boss monster artwork with production revision notes.
Production review. Banana Split boss artwork with revision notes. This is development material, not a final character approval.
Flavor Monsters Facebook application planning diagram mapping game access, user login and registration.
Planning the social experience. Facebook application flow mapping game access, login and registration. Architecture planning, not a finished interface.
Front orthographic shaded-wireframe view of a horned Flavor Monsters character in Maya.
Front modeling study: shaded wireframe reveals facial topology and silhouette.
Untextured Flavor Monsters character with three horns and pointed teeth in a Maya perspective viewport.
Shaded perspective study of an untextured character model.
Side orthographic shaded-wireframe view of a Flavor Monsters character with curved horns and an open mouth.
Side modeling study: profile and polygon structure in Maya.
Gray shaded Flavor Monsters model with asymmetrical bulging eyes, curved tusks and an exaggerated curling tongue in Maya.
Another character modeling concept: asymmetrical eyes, sweeping tusks and a long curling tongue. Untextured shaded view in Maya.
Side shaded-wireframe view of the tusked Flavor Monsters character with a rounded silhouette and curled rear tip.
Side-profile wireframe study showing the character silhouette and mesh topology. Development artwork, not a final render.
Spearmint boss revision sheet comparing an annotated gray 3D model, revised design direction and line-art and colored front, side and rear concept views.
Spearmint / model revisions. Level 2 boss development sheet comparing the current model, annotated revision direction and artwork labeled “Approved Concept Art.” The original production notes are preserved.
Flavor Monsters Minis color comparison sheet with eight current character designs above suggested color palettes and a marked turquoise alternative.
The Minis / color exploration. Eight current character designs compared with suggested palettes. The original “New Alt Color” annotation highlights a turquoise variant; proposed palettes are shown as development exploration, not final approvals.
Colored Flavor Monsters character with mottled magenta skin, green spikes, unequal bulging eyes, ivory tusks and a spotted green tongue.
Color and texture study of the tusked character, with magenta skin, green spikes and a spotted tongue. Photographed screen capture; surrounding desktop cropped out.
Flavor Monsters map-menu concept with a cyan-outlined U.S. map, Hollywood selected in red and Weapons and Index controls.
Map-menu concept for selecting a game location, with Hollywood highlighted. The information panel retains its original placeholder text.

Archive material from the Flavor Monsters project for Truth at Burton Design Group. Concepts, review artwork and editor views represent different stages of development; personal responsibilities and creative credits are being documented for the full case study.