The Singing Bone
October 2016 - November 2016
Once upon a time, there was great concern about a wild boar that was terrorizing the land. Four siblings set out upon the four ends of the forest—seeking to present its hide to the King. Based off the eponymous German fairy tale, The Singing Bone is a competitive dungeon-crawling deckbuilder of vicious intrigue and immersive tension that presents strategic thinking and replayability via its modular map, equipment mechanics, and dice-based combat, all while creating a procedural narrative of jealousy, murder, and spite.
Team of four. Conceptualized mechanics, iterated gameplay designs, established visual style, created art assets, wrote narrative text, and lead team in direction.
NecroNomistake
January 2018 - March 2018
Two awful warlocks use pages of a necronomicon to summon demons to do battle. A deconstruction of the trading card genre, Necronomistake mixes rougelike card drafting with coopetition interactions. Players don’t go head to head, rather sauntering upon the edges of assistance and sabotage, utilizing equipment they've prepared to defeat the monsters they’ve summoned. With synergizing demon sets and an emphasis in board positionality, the game is novel in its strategic yet playfully virulent mood.
Team of seven. Led team, designed mechanics, iterated upon prototypes, established visual style, created art assets, wrote informational text.
Chain The Rainbow
September 2016 - December 2016
A strategic and informational abstract party game where players attempt to secure the most of their Winning Color on the board without alerting their opponents. Colors must be chained on the board in ROYGBIV order whilst Action Cards stir up tedium by imposing various unique challenges. Significant focus was placed into creating a satisfying visual experience understood and loved by younger and older audiences alike while remaining accessible to all.
Team of three, originally prototyped as part of the abstract game assignment and later finalized as the final game assignment in Intro to Game Design at NYU. Conceptualized mechanics, iterated gameplay designs, established visual style, created art assets, designed instructional rulebook and product packaging.
Mortal Proxy
July 2015
Mortal Proxy is a competitive clay and physics molding game with a slapstick vibe. Players, like warring deities, sculpt clay to shape the forms of their Proxies. They then use the abilities granted by fulfilling these sculpting tasks to knock over the opposing Proxy. Players learn to strategize the application of their cards as well as improve the design quality of their Proxy in an inherently lighthearted game about creative thinking and resource management.
Shown at RISD Summer Art Show, 2015. Solo. Conceptualized mechanics, iterated and tweaked design, established visual style, created card assets and product packaging.