Case Study

Fantasy House: Tidy ASMR

Art-Led Casual Development with Hand-Authored 3D Environments

Fantasy House: Tidy ASMR key art

Fantasy House: Tidy ASMR is a cleaning and restoration game set in a magical home, players tidy, repair, and decorate room by room. An art-led production where environment quality and interaction feel were the product.

ENGAGEMENT MODEL
Full-Cycle (Art-Led)
ENGINE
Unity (C#)
PLATFORMS
Android
GENRE
Casual / ASMR
FOCUS AREAS
3D environment art, interaction feel, audio design, progression

ASMR-tidying games sell an emotion: the satisfaction of transformation. That put unusual weight on art direction, every room needed a distinct before/after arc, and on interaction polish, where each wipe, snap, and sparkle must land with tactile audio-visual feedback.

KEY REQUIREMENTS

  • Hand-authored fantasy rooms with strong before/after transformation reads
  • ASMR-grade interaction feedback: audio, haptics, particles in sync
  • Progression pacing that unlocks rooms as retention anchors
  • Mobile budgets: stylized fidelity on mid-range devices
  • Environment pipeline: each room blocked in grayscale for transformation readability first, then art-passed, the before/after arc is designed before a single texture is painted.
  • Interaction system where every cleanable surface carries synchronized audio, particle, and haptic responses tuned in dedicated feel-review sessions.
  • Stylized shader set (gradient ramps, cheap rim lighting) achieving the fantasy look within mobile fragment budgets.
  • Room-unlock progression paced against session-length analytics, positioning each new room as a comeback trigger.
  • Layered ambient audio system, room tone, task sounds, reward stingers, mixed for headphone-first ASMR listening.
Fantasy House: Tidy ASMR screenshot 1
  • Complete Unity title with hand-authored room environments
  • Synchronized interaction-feedback system (audio/particles/haptics)
  • Stylized mobile shader library
  • Progression and room-unlock economy
  • Headphone-mixed layered audio design
UnityC#BlenderShader GraphSubstance PainterFMODPhotoshop

Live on Google Play. The transformation-first environment pipeline kept art costs predictable per room, and interaction-feel polish carries the reviews, the game’s rating is driven by exactly the satisfaction loop the production was designed around.

What does art-led development mean?
The art direction is the product hypothesis, production is scheduled around environment and feel milestones, with engineering serving those targets rather than the reverse. Review gates are visual and tactile, not just functional.
How do you make interactions feel ASMR-satisfying?
Synchronization: audio, particles, and haptics firing within the same frame window, tuned in dedicated feel reviews. The individual effects are simple; the precision of their timing is the craft.
How do you keep stylized 3D cheap on mobile?
Gradient-ramp shaders instead of expensive lighting, atlased room materials, and baked ambience, the fantasy look comes from color scripts and shape language, not from GPU-heavy rendering.
Could you build a decoration/renovation game for us?
Yes, the room pipeline, interaction system, and progression model are reusable. Art-led titles start from $12k depending on room count and fidelity.

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