ROVE Manufacturing
As a graphic designer at Addax Games, I’ve had the opportunity to collaborate closely with the manufacturing team and gain hands-on experience with print production. Two recent projects I especially enjoyed were designing the game tuck boxes and the player board, where I was able to combine creative design with practical production considerations.
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Before:
Packaging Design
Rove is a game with many components, making it essential to include tuckboxes to help organize materials and streamline setup for players. During the prototype phase, the tuckbox design remained an open question. However, as we approached a more finalized version of the game, we recognized the need to revisit it.
Our creative director emphasized the importance of delivering a cohesive and immersive experience. He was particularly interested in exploring how the tuckbox could evoke the feeling of opening a book or a treasure chest. I was tasked with this exciting design challenge and thoroughly enjoyed creating it, combining hand-drawn elements with layered textures to bring the vision to life.
As the game development progressed, we realized we would need two separate tuckboxes—one for the characters and another for the materials used in each encounter. Since the game is story-driven, we decided to design the encounter tuckbox to resemble a book, creating a clear visual distinction from the character tuckbox and reinforcing the narrative theme.
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After:


Component Design
We explored various ideas, initially considering alternatives to an insert. However, to ensure cohesion among the components, we decided on an insert. Following play-testing at Pax, we recognized that players were struggling with the multitude of small parts. Consequently, we consolidated some components and integrated them into a 7x12.5 board for improved usability
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Skills used: UX/UX design, photo editing, laser cutting file prep, prototyping.
Illustrations and textures made by Alexandr Elichev


Elemental Icons
Concepts and Early Stages
Final Product





