The last game I worked on while at Blueshell Games, Slots Life Adventure was an interesting mix of board game, minigames, and slot machine. A frequently encountered bonus symbol would launch the persistent board game, progressing the player a random number of spaces along the board. What tile they landed on determined the minigame they would play, and how well they performed the minigame adjusted their bonus payout.
Many of this title's systems were based off of the technology I developed for Slots - Copper Scrolls Adventure. It shared the animation system and an upgraded version of the slot machine engine written in C++. I came into the project partway through, with another programmer acting as lead.
My primary task was developing the minigames and contributing to their design. Wario Ware was a big inspiration for them, and I created a flexible, data-driven framework for creating new minigames of different archetypes. I also created a tree based sequencing framework to construct complicated sequences of animations. The tree structure enabled us to design animation sequences that could be skipped in stages by culling branches of the tree. This let the user skip portions of the animation sequence that were simply visual flair without missing out on portions that provided critical information.