
Knave
Game Illustration · 2025

Warlock Lairs
Game Illustration · 2025

Election Day
Card Game · Collaborative Design · 2025

Fate of Roanoke
Game Visual Development · Collaborative Design · 2025
CONTEXT
MICA · Illustrated Games
ROLE
Illustration, Visual Development & Collaborative Game Design
TOOLS
Procreate · Adobe InDesign
Overview
Created across four game projects—Knave, Warlock Lairs, Election Day, and Fate of Roanoke—this series explores how illustration can support gameplay, atmosphere, and narrative. I developed characters, environments, cards, and visual systems while also collaborating on selected mechanics, using each project to approach game illustration from a different direction.
Knave
Character Illustration & Visual Development


Early Direction
Final Character
The initial character direction was refined through changes in silhouette, costume, proportion, and visual clarity before being incorporated into the final character sheet.
Warlock Lairs
Narrative Illustration & Character Design

Character Design

Election Day
Game Design, Editorial Design & Illustration
For this collaborative card-game project, my primary contributions were developing the gameplay mechanics, designing and producing the eight-page folded rules zine, and creating a featured illustration. I organized the game’s setup, crisis-and-response loop, card structure, and election resolution into a compact format that players could quickly understand and use.

An eight-page folded zine integrating the game’s backstory, setup, gameplay loop, response system, and number-and-suit mechanics into a single illustrated rules format.
Featured Illustration
A campaign photo-op showing the candidate distributing benefits to children for the camera, exploring how public image can be deliberately constructed during an election.
Fate of Roanoke
Game Visual Development & Collaborative Design
1 — Curse
2 — Interpret
3 — Choose
4 — Adapt
I developed the adaptive difficulty mechanic that changes the number of villagers at risk based on player performance; a teammate proposed representing this changing value through a physical Curse Tracker.






The Omen Cards use deliberately ambiguous imagery as visual clues. Rather than identifying a villager directly, each image suggests aspects of their identity, leaving the Townsfolk to interpret the Oracle’s reading together.

Player performance directly changes the difficulty of the following round. Incorrect decisions raise the curse level, putting more villagers at risk, while a correct interpretation lowers it and reduces the pressure on the group.

