Illustrated Games

Illustrated Games

Game Illustration & Visual Development · 2025

Game Illustration & Visual Development · 2025

A collection of four illustrated game projects exploring how visual storytelling, mechanics, and worldbuilding can work together across different play formats.

A collection of four illustrated game projects exploring how visual storytelling, mechanics, and worldbuilding can work together across different play formats.

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

Responding to a simulated commission brief for the Knave 1st Edition role-playing game, I developed a black-and-white character sheet and full-body character illustration, refining the design from an initial sketch into a final deliverable.

Responding to a simulated commission brief for the Knave 1st Edition role-playing game, I developed a black-and-white character sheet and full-body character illustration, refining the design from an initial sketch into a final deliverable.

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

For this individual assignment, I responded to a commission-style brief for Warlock Lairs, developing a set of illustration assets across character, narrative, and spot formats. I used costume, props, color, and setting to connect the individual pieces within the same fantasy world.

For this individual assignment, I responded to a commission-style brief for Warlock Lairs, developing a set of illustration assets across character, narrative, and spot formats. I used costume, props, color, and setting to connect the individual pieces within the same fantasy world.

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

For this collaborative game project, I developed the adaptive difficulty mechanic behind the Curse Tracker and contributed to the Omen card system. Players interpret ambiguous visual omens to identify villagers in danger, while their success or failure changes how many villagers are at risk in the following round.

For this collaborative game project, I developed the adaptive difficulty mechanic behind the Curse Tracker and contributed to the Omen card system. Players interpret ambiguous visual omens to identify villagers in danger, while their success or failure changes how many villagers are at risk in the following round.

1 — Curse

The Oracle draws Villager Cards according to the current curse level, determining who is in danger that round.

The Oracle draws Villager Cards according to the current curse level, determining who is in danger that round.

2 — Interpret

The Oracle gives the Townsfolk ambiguous Omen Cards that point toward one of the cursed villagers.

The Oracle gives the Townsfolk ambiguous Omen Cards that point toward one of the cursed villagers.

3 — Choose

The Townsfolk interpret the clues together and choose one villager to protect for the night.

The Townsfolk interpret the clues together and choose one villager to protect for the night.

4 — Adapt

The outcome changes the curse level: a correct choice lowers it, a wrong choice can raise it, and the next round adjusts accordingly.

The outcome changes the curse level: a correct choice lowers it, a wrong choice can raise it, and the next round adjusts accordingly.

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.

Omen Card Series

Omen Card Series

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.

Adaptive Difficulty

Adaptive Difficulty

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.

© 2026 Yu Zeng (Mellow). Unless otherwise noted.

© 2026 Yu Zeng (Mellow). Unless otherwise noted.

© 2026 Yu Zeng (Mellow). Unless otherwise noted.

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