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My Role: Game Designer

Designed initial concept, established rules, directed art, created physical deck, and presented it at Gotland Game Conference.

Desired Discomfort

A competitive social card game focused on adding a bit of surprise, variety, and chaos into each participant's daily life to break the vicious daily routine.

 

To play, form a Clan of 2-6 players, schedule regular sessions, set and receive challenges to complete in-between sessions, meet up again to showcase your progress and earn points. Repeat until a predetermined amount of sessions have passed and crown the player with the highest score as the winner. 

 

Presented at Gotland Game Conference 2019.
 

Desired Discomfort
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My Role: Game Designer

Designed initial concept, wrote rules, facilitated play tests, balanced mechanics, and directed art.

Seems Fishy

A easy to learn social bluffing card game that tests your memory and ability to bend the truth to your advantage.

Created as a part of the Futuregames 2 week board game design course (2020) where I designed and created a card game with an extensive set of restrictions alongside two classmates.

Towards the end of the class, we joined a massive Swedish Discord server for play testing board games and receiving feedback from industry professionals. 

Spellflickers
Armea

Team Size: 7

Year: 2018

System: D&D 5e

Role: Game Design intern

D&D: Armea 

Created by the team at Dark Tower Games in Bellingham, WA. Armea is a world and experience built using the Dungeons and Dragons 5th Edition System. 

 

In Armea, gods walk the earth and dragons span hundreds of miles. Classic swords and sorcery, and a nation of warlocks await.

 

Dark Tower's first season spanned two years, thousands of games, and spawned seven 12-hour world events featuring the simultaneous play of 50-80 players each. 

Published on WorldAnvil:

My Role: Game Design Intern

As an Intern I contributed to non-player characters, creatures, and homebrew content.

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