Analogue Game Design


This project is centered around game concept, not necessarily the material creation. It is a game designed around the story from the Narrative Style project. The game is founded in a theme derived from that narrative. The design looks at how a system of play, game aesthetic, and interaction of game and player supports this bare theme. Components of the game such as rules, game space, win conditions, and visuals of pieces are compiled to communicate an intended experience.

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My game is about daily routine and satiating the mundane needs. It is played in a circular group of people, reminiscent of the 24hr cycle we all experience. It is simplified into four cards: eat, food, work, and sleep. Each card is designed to interact with a player of one’s choice; however, the card itself is randomly drawn, increasing the idea of fate in the game. The theme of daily routine hold strong ties in decision-making, chance, and reliance on others. The goal of the game is to not “starve” (acquire 3 Eat cards), or gain enough excess of food (acquire 3 Eat cards). This creates a dual focus of either being the best, or being the only one surviving. Type and color are the most visually supportive components for the game. Saturation and vibrancy of color create a spectrum of good to bad amongst the cards. Furthermore, through type face experiments, I saw how a word is presented can create a tone for the card. For example, “Eat” is thin and organically scribed, it mirrors ideas of absence and diminishment.












For more information about the process and visuals follow this link: