Resident Evil: Board Game
Role: Game Designer
Team Size: 5
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Cooperative survival board game set in a randomly generated mansion, inspired by Resident Evil and classic horror. Players explore rooms, manage resources, and face escalating threats while working together to escape. The game combines card-driven events, combat, and role-based abilities, with tension building through limited communication and a final timed challenge.
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My contribution
​​​​As a Game Designer, I worked on the concept, design, and iteration of a cooperative board game inspired by Resident Evil, Silent Hill, and Song of Horror.
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My work as Game Designer was focused mainly on core systems, combat, and cooperative mechanics, and I was involved in the following:​
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Core Design & Ideation
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Contributed to early concept and tone, shaping a cooperative survival horror experience.
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Designed the exploration system using randomly generated mansion rooms.
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Defined main objectives: key collection, laboratory escape, and survival under threat.
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Combat Design – Player
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Designed player actions and abilities: movement, attack, search, and healing mechanics.
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Defined player archetypes with distinct strengths and weaknesses (combat, exploration, communication).
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Proposed turn-based action structure and progression of player capabilities.
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Combat Design – Enemies
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Designed enemy behaviors and attack patterns, including zombies and the Tyrant boss.
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Created encounter layouts and scaling of difficulty throughout the mansion.
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Balanced challenges to avoid instant-death and maintain tension.
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Cooperative Systems
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Designed communication limits and cooperative rules to encourage synergy.
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Developed mechanics for shared actions, restricted dialogue, and role-based teamwork.
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Iterated on coordination systems based on playtesting feedback.
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Progression & Balancing
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Tuned enemy difficulty, item distribution, and survival mechanics.
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Implemented revival mechanics to reduce player frustration.
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Balanced pacing, resource availability, and escalation of threats.
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UX & Game Feel
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Clarified card layouts, icons, and instructions for readability.
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Defined visual and textual feedback to support player understanding of actions.
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Designed the final laboratory sequence with dice-based tension.
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Playtesting & Iteration
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Conducted multiple sessions to validate mechanics and cooperative dynamics.
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Identified and resolved issues with communication, map scale, and role balance.
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Iterated core loop and final challenge to optimize engagement and tension.
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