Jamie: Toothless Smile has a dark, gothic atmosphere with a touch of satire rather than pure horror. What was the artistic vision behind the game’s visual style?
Yana: One of my favorite themes has always been dark, gothic worlds. They have a unique charm – charismatic, atmospheric, and somehow strangely cozy. Tim Burton’s universe was one of our very first sources of inspiration.
We never wanted to create something purely horrifying or disturbing. Instead, we aimed for something subtly ironic, with a touch of playful madness. We wanted to get close to that fine line… Slightly Edgy.
Jamie: How closely did you collaborate with the team throughout the development of Toothless Smile?
Yana: It was a truly enjoyable collaboration with Creative Director, Ric and Game Designer Artur. Ric is incredibly creative and full of energy, and I always find it easy to pick up the core of his ideas and translate them into visuals while adding my own creative input.
I often suggested my own ideas as well, and after almost every meeting the biggest challenge was simply writing everything down before the next idea appeared. The whole development process was smooth, inspiring, effective, and a lot of fun.
Jamie: One of the most striking aspects of the game is the animated scene that unfolds behind the reels. Where did that idea come from, and how does it enhance the player’s experience?
Yana: Oh, that’s really the heart of the project. Sweeney as a dentist was probably one of our biggest creative challenges. We had so many issues to solve: How could we show the whole story without distracting the player? How could we show the full-size characters? Where?… How could we keep Sweeney recognizable while making him part of the gameplay? And, of course, how do you combine humour with… well… dentistry?
We explored several ideas before the solution suddenly became obvious. While listening to the song from the movie again, I started paying attention to the background instead of the characters… and then it hit me: the window! Of course! It should be just a window. Everything immediately fell into place.
Jamie: AI is becoming increasingly common in creative industries. What’s your personal perspective on using AI in game art?
Yana: Personally, I see AI as a wonderful tool. It allows artists to spend less time with routine workflows and more time focusing on ideas.
Jamie: Is there a visual detail, animation, or hidden Easter egg in the game that players might overlook but that you’re particularly proud of?
Yana: The development process was incredibly dynamic, well… Things changed constantly – sometimes within just a few hours – so I’d say our biggest “Easter egg” is actually the atmosphere itself and the way we combined elements that normally wouldn’t belong together.
As for my personal favourite, I’d choose the composition around the window: the semi- transparent symbols on the glass, Sweeney visible behind it, the stained glass, and the gargoyle. I’m really happy with how all those layers came together.
Jamie: Can players expect future games from Slightly Edgy to follow a similarly dark and satirical aesthetic?
Yana: Some of our future games will definitely continue exploring darker gothic themes, while others will lean more into satire… and some… well, let’s not spoil the surprises just yet.
What I can promise is that Slightly Edgy has plenty of unusual ideas in the works, and I think players are going to enjoy what’s coming next.
About Slightly Edgy
Slightly Edgy Games is one of the newest studios on the scene, but it’s already turning heads with high-volatility slots that prioritise innovative mechanics over cookie-cutter themes. In 2026, they were welcomed into the YGG Masters program, with the studio becoming a key Game in a Box partner.
If you’d like to learn more about the challenger studio, be sure to check out the full Slightly Edgy Games provider page, where we take a closer look at their games, philosophy, and what makes them one to watch.

