Flags
Flags is the most ambitious game I’ve ever been a part of—an intense dystopian take on Capture the Flag where every decision could tip the scale between victory and defeat. Players roll dice, move their characters, and strategize to dominate the arena. I served as the creator, principal designer, and lead graphic designer, crafting every aspect of the game to ensure a dynamic, immersive experience.



Flags
After sketching the initial concept and creating a prototype using foam and toothpicks, I built a more durable wooden version to test the game’s proof of concept and facilitate more thorough playtesting. This allowed for a more refined evaluation of the game's mechanics and design.

Flags
We created a total of six prototypes for Flags, with each iteration refining both the mechanics and aesthetics. The final prototype, designed to closely resemble a professional retail version, was manufactured by LongPack Games, ensuring the highest quality for production and play.

Flags
The final version of the game was the result of a collaborative effort from many talented individuals. I contributed to the game's logistics and graphic design, while also overseeing its overall direction. The final artwork, which played a key role in shaping the game's visual identity, was beautifully crafted by Katherine White.
































Flags
As we prepared for the game's launch, I played a key role in developing and designing an advertising campaign. This included creating a range of images and videos for platforms like Facebook, Instagram, and various websites, aimed at generating excitement and engagement leading up to the release.















Flags
Another key element of our campaign was the creation of a series of propaganda posters, designed to capture the essence of the sport and the dystopian society in which the game takes place. These posters helped immerse potential players in the game's world, reinforcing its themes and atmosphere.












Flags
Our team also hit the road, showcasing the game at local game stores and events along the East Coast. We demoed the game to anyone eager to try it, shared stories, gathered valuable feedback, and connected with the tabletop gaming community. It was an incredible experience, filled with great conversations and enthusiastic support from players.











