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Food Fight
Tabletop Game: Rulebook, Campaign, Unit Catalogue
A tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
Navigation
#gamedes #level
Food Fight
Tabletop Game: Rulebook, Campaign, Unit Catalogue
A tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
Navigation
#gamedes #level
Food Fight
Tabletop Game: Rulebook, Campaign, Unit Catalogue
A tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
Navigation
PROJECT SHOWCASE
Full previews are available online for this project at the following:
You may also browse through select pages of the project here:
PROJECT SHOWCASE
Full previews are available online for this project at the following:
You may also browse through select pages of the project here:
PROJECT SHOWCASE
Full previews are available online for this project at the following:
You may also browse through select pages of the project here:



INTRODUCTION
FOOD FIGHT is a tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
INTRODUCTION
FOOD FIGHT is a tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
INTRODUCTION
FOOD FIGHT is a tabletop game about making dishes and throwing food to conquer your enemies in a post apocalyptic world. Players, as students, will find themselves enrolled in a chef academy, ready to discover the world, develop themselves and their flaming hot passions for both cooking and combat.
project details
Duration
3 months
PROJECT TYPE
Tabletop RPG
TEAM SIZE
5
PROJECT OBJECTIVES
Rulebook, Campaign, Unit Catalogue
software used
Figma
ASSET CREDITS
Images from Unsplash,
themadcartographer, for use of their worm diagram (pg 21, Campaign Booklet).
project details
Duration
3 months
PROJECT TYPE
Tabletop RPG
TEAM SIZE
5
PROJECT OBJECTIVES
Rulebook, Campaign, Unit Catalogue
software used
Figma
ASSET CREDITS
Images from Unsplash,
themadcartographer, for use of their worm diagram (pg 21, Campaign Booklet).
project details
Duration
3 months
PROJECT TYPE
Tabletop RPG
TEAM SIZE
5
PROJECT OBJECTIVES
Rulebook, Campaign, Unit Catalogue
software used
Figma
ASSET CREDITS
Images from Unsplash,
themadcartographer, for use of their worm diagram (pg 21, Campaign Booklet).
Role & responsibilities
Role
Narrative Designer
As a Narrative Designer, I was responsible for both writing the rules of the game within the Rulebook alongside the descriptions of the characters and scenarios that occurred within the Campaign booklet.
Contributions:
Ensuring rules of the system was relayed accurately and concisely
Ensuring terminologies were kept consistent.
Creating page descriptions and rule examples in Rulebook
Describing instructions, scenarios, character actions and personalities in Campaign Booklet
Creating descriptions of enemies for the Unit Catalogue
Sourcing for appropriate images
Role & responsibilities
Role
Narrative Designer
As a Narrative Designer, I was responsible for both writing the rules of the game within the Rulebook alongside the descriptions of the characters and scenarios that occurred within the Campaign booklet.
Contributions:
Ensuring rules of the system was relayed accurately and concisely
Ensuring terminologies were kept consistent.
Creating page descriptions and rule examples in Rulebook
Describing instructions, scenarios, character actions and personalities in Campaign Booklet
Creating descriptions of enemies for the Unit Catalogue
Sourcing for appropriate images
Role & responsibilities
Role
Narrative Designer
As a Narrative Designer, I was responsible for both writing the rules of the game within the Rulebook alongside the descriptions of the characters and scenarios that occurred within the Campaign booklet.
Contributions:
Ensuring rules of the system was relayed accurately and concisely
Ensuring terminologies were kept consistent.
Creating page descriptions and rule examples in Rulebook
Describing instructions, scenarios, character actions and personalities in Campaign Booklet
Creating descriptions of enemies for the Unit Catalogue
Sourcing for appropriate images
PROCESSES
PROJECT PREMISE
The project started with a focus on creating the systems. Each member of the team had to create their own combat system related to the idea of 'academia'. As a team, to create some form of cohesion, we also decided on another key phrase to rely on: 'culinary'.
Once our individual systems were reviewed, we settled on another member's ruleset, determined to convert it into a full rulebook by the end of the project. This ruleset came with the concept of defeating food monsters in a post apocalyptic world, by creating dishes and throwing it at enemies.
AESTHETIC GOALS
For our first pass, the style of the rulebook was attempting to mimic a worn cookbook. However, we considered that the vintage appearance was difficult to work, from readability issues to sourcing for images that fit well with our aesthetic.

After performing some research on other tabletop rulebooks, our team decided to mimic the minimalistic style of Vampyre: the Masquerade while preserving cookbook elements relevant to our theme.
With consideration for reading these books in print, this meant a split-column layout for text, with images and diagrams spliced around them.

Ultimately, the style of the book resulted in pages that were neat and tidy, with a magazine-like appearance.
CONVEYANCE OF CLARITY
We received feedback from playtesting sessions early on that certain sections of the rulebook were unclear to players, and more imagery and examples could be used to better convey information. Additionally, the stylistic choices we'd decided upon helped us guide the direction of how our diagrams should look like.

We also settled the verbiage we should use early on within the team (eg. Chefs to refer to player characters). Game terms were either abbreviated (eg. Movement to MVT) or mentioned using sentence case (eg. Height, as a terrain mechanic).
SCENARIO DRAFTING
content creation
PROCESSES
PROJECT PREMISE
The project started with a focus on creating the systems. Each member of the team had to create their own combat system related to the idea of 'academia'. As a team, to create some form of cohesion, we also decided on another key phrase to rely on: 'culinary'.
Once our individual systems were reviewed, we settled on another member's ruleset, determined to convert it into a full rulebook by the end of the project. This ruleset came with the concept of defeating food monsters in a post apocalyptic world, by creating dishes and throwing it at enemies.
AESTHETIC GOALS
For our first pass, the style of the rulebook was attempting to mimic a worn cookbook. However, we considered that the vintage appearance was difficult to work, from readability issues to sourcing for images that fit well with our aesthetic.

After performing some research on other tabletop rulebooks, our team decided to mimic the minimalistic style of Vampyre: the Masquerade while preserving cookbook elements relevant to our theme.
With consideration for reading these books in print, this meant a split-column layout for text, with images and diagrams spliced around them.

Ultimately, the style of the book resulted in pages that were neat and tidy, with a magazine-like appearance.
CONVEYANCE OF CLARITY
We received feedback from playtesting sessions early on that certain sections of the rulebook were unclear to players, and more imagery and examples could be used to better convey information. Additionally, the stylistic choices we'd decided upon helped us guide the direction of how our diagrams should look like.

We also settled the verbiage we should use early on within the team (eg. Chefs to refer to player characters). Game terms were either abbreviated (eg. Movement to MVT) or mentioned using sentence case (eg. Height, as a terrain mechanic).
SCENARIO DRAFTING
content creation
PROCESSES
PROJECT PREMISE
The project started with a focus on creating the systems. Each member of the team had to create their own combat system related to the idea of 'academia'. As a team, to create some form of cohesion, we also decided on another key phrase to rely on: 'culinary'.
Once our individual systems were reviewed, we settled on another member's ruleset, determined to convert it into a full rulebook by the end of the project. This ruleset came with the concept of defeating food monsters in a post apocalyptic world, by creating dishes and throwing it at enemies.
AESTHETIC GOALS
For our first pass, the style of the rulebook was attempting to mimic a worn cookbook. However, we considered that the vintage appearance was difficult to work, from readability issues to sourcing for images that fit well with our aesthetic.

After performing some research on other tabletop rulebooks, our team decided to mimic the minimalistic style of Vampyre: the Masquerade while preserving cookbook elements relevant to our theme.
With consideration for reading these books in print, this meant a split-column layout for text, with images and diagrams spliced around them.

Ultimately, the style of the book resulted in pages that were neat and tidy, with a magazine-like appearance.
CONVEYANCE OF CLARITY
We received feedback from playtesting sessions early on that certain sections of the rulebook were unclear to players, and more imagery and examples could be used to better convey information. Additionally, the stylistic choices we'd decided upon helped us guide the direction of how our diagrams should look like.
