00
problem
The goal was to create a D&D inspired board game that made the world of Dungeons and Dragons more accessible to people who have always wanted to get into it but felt overwhelmed by the sheer amount of rules, dice mechanics, roles, and information to retain. The challenge was figuring out how to bring that concept to life in a way that felt fresh and original without running into copyright issues, while also making it appealing and inviting enough for the public to actually want to engage with it.
solution
To make the game as accessible as possible, information pamphlets were included so players could easily reference the rules without feeling overwhelmed. Instead of memorizing actions, players are given a deck of cards that lays out their choices in a simple multiple choice format, making decision making feel intuitive rather than intimidating. Dice roll mechanics were also scaled back intentionally to ease new players into the experience at a comfortable pace. To sidestep copyright concerns, the illustrations were given a completely original look that steps away from traditional D&D art while still keeping that sense of adventure and fantasy alive. The game was also designed to be as inclusive as possible, supporting anywhere from 2 to 8 players so that both small groups and bigger gatherings can jump in and enjoy it together.
Escaping Shadowgrave is a thrilling maze board game that throws players straight into a dark and unforgettable fantasy adventure. Deep within the Shadow Grove Forest lies the Everlasting Maze of the Shadowgrave, a labyrinth packed with hidden treasures and terrifying dangers lurking around every corner. When an accidental incantation unleashes the evil warlock Sylas Shadowgrave, players find themselves trapped in his forsaken maze with no easy way out. The mission is intense and exhilarating, find the hidden keys, survive the monsters, defeat Sylas Shadowgrave, and escape before eternity claims you. Supporting 2 to 8 players, Escaping Shadowgrave is the kind of game that gets everyone on the edge of their seat from the very first roll.

Escaping Shadowgrave turned out to be one of the standout pieces of the graduation exhibition. Crowds gathered around it, snapping pictures and taking in every detail. The response was overwhelmingly positive, with peers, faculty, friends, and family all encouraging the idea of taking it to mass production. The most memorable moment was being personally congratulated by the Dean of Design and her son, both of whom were genuinely impressed and even said they would buy the game themselves. It was an incredibly rewarding experience and a moment that made all the hard work worth it. Mass production is something that is very much on the horizon and something to look forward to in the near future.
year
2024
timeframe
A whole year
tools
Framer
category
Design Exhibition
A
A

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