Episode

Meet The Team... Joshua Clay - Winchester Mystery House - UI & 3D Design

Podcast
Dirtypool Pinball - PODCAST - An Exploration Of The Pinball Industry
Published
Oct 21, 2025
Duration seconds
4052
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not_requested
Canonical source
https://Dirtypoolpinball.podbean.com/e/meet-the-team-joshua-clay-winchester-mystery-house-ui-3d-design/
Audio
https://mcdn.podbean.com/mf/web/jvpvx6wtqnvl99n6/yt_video_kIGCnFGivxU_pzwtwz.mp3
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Markdown
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Summary

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.🔺 Praise the Great Pyramid:📡 Twitch – twitch.tv/dirtypoolpinball📺 YouTube – youtube.com/@dirtypoolpinball📷 Instagram – instagram.com/dirtypoolpinball📘 Facebook – facebook.com/dirtypoolpinball00:00:00 - Cold open and the idea behind “Meet the Team…”00:01:02 - Introducing Joshua Clay and his creative role00:02:11 - Why the Winchester Mystery House fits pinball perfectly00:03:05 - From Dune’s desert to Winchester’s hallways: shifting tone00:04:09 - Building rooms from reference photos and architectural plans00:05:02 - How to give each room personality through 3D lighting00:06:17 - Modeling tricks learned from gaming UI projects00:07:25 - Adapting mobile design instincts to pinball readability00:08:13 - The rotating turntable—what it adds to the gameplay experience00:09:04 - Getting motion and texture right on the spinning floor00:10:27 - Collaboration between 3D art and mechanical design00:11:18 - Music, sound, and visuals syncing across modes00:12:35 - Ghost shader experiments and the “spectral fog” look00:14:10 - The eerie charm of the planchette animation00:15:39 - Why Winchester’s visual tone avoids clichés of “haunted” games00:16:53 - Giving players orientation through UI glow and camera framing00:18:05 - Why the team went pre-rendered instead of real-time00:19:12 - Tools of the trade—Blender pipelines, lighting templates…