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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

    • Contributed to early concept and tone, shaping a cooperative survival horror experience.

    • Designed the exploration system using randomly generated mansion rooms.

    • Defined main objectives: key collection, laboratory escape, and survival under threat.

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  • Combat Design – Player

    • Designed player actions and abilities: movement, attack, search, and healing mechanics.

    • Defined player archetypes with distinct strengths and weaknesses (combat, exploration, communication).

    • Proposed turn-based action structure and progression of player capabilities.

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  • Combat Design – Enemies

    • Designed enemy behaviors and attack patterns, including zombies and the Tyrant boss.

    • Created encounter layouts and scaling of difficulty throughout the mansion.

    • Balanced challenges to avoid instant-death and maintain tension.

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  • Cooperative Systems

    • Designed communication limits and cooperative rules to encourage synergy.

    • Developed mechanics for shared actions, restricted dialogue, and role-based teamwork.

    • Iterated on coordination systems based on playtesting feedback.

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  • Progression & Balancing

    • Tuned enemy difficulty, item distribution, and survival mechanics.

    • Implemented revival mechanics to reduce player frustration.

    • Balanced pacing, resource availability, and escalation of threats.

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  • UX & Game Feel

    • Clarified card layouts, icons, and instructions for readability.

    • Defined visual and textual feedback to support player understanding of actions.

    • Designed the final laboratory sequence with dice-based tension.

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  • Playtesting & Iteration

    • Conducted multiple sessions to validate mechanics and cooperative dynamics.

    • Identified and resolved issues with communication, map scale, and role balance.

    • Iterated core loop and final challenge to optimize engagement and tension.

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