
ROVE: CORE
The original Rove experience, featuring the full base game and its core components.
XULC EXPANSION
An expansion that introduces new content, mechanics, and ways to experience Rove.
ANCHORPOINT
A compact, pocket-sized version of Rove designed for play on the go.
Over the past three years at Addax Games, I’ve had the opportunity to contribute to Rove across many stages of its development. What began as graphic and component design grew into a multidisciplinary project spanning print production, Kickstarter marketing, 3D visualization, photography, and motion.
Working closely with the manufacturing and marketing teams allowed me to see the project from both creative and practical perspectives, designing visuals not only to look good, but to function in production, communicate the game, and help bring it to an audience.
This case study brings together some of the work I’ve contributed to throughout Rove’s development.
Board Game 2023–2026
My role: Graphic Design, Component Design, Marketing, 3D, Photography & Motion
Studio: Addax Games
Components:

From Concept to print
We explored several approaches for organizing the game's components, initially considering alternatives to a traditional insert. After playtesting at PAX, we found that players were struggling to manage the large number of small components.
I worked on a solution that consolidated several of these components into a 7 × 12.5 board, creating a more cohesive and manageable player experience.
The final board was refined and completed with additional design support as the project progressed.





Item Design


Map Book
I worked on the map layouts using different approaches depending on the requirements of each map, from arranging existing game tiles to composing environments using artwork assets from the game's visual library.
I also prepared the maps for print, integrating gameplay information such as player count, terrain, and other game-specific elements.
Adversary Book
I developed the graphic design and layout system for the Adversary Book, creating the templates and visual structure around the existing illustrations. I also redesigned and refined elements from the previous version to create a more cohesive and polished final book.

Packaging Design
The tuckboxes initially used a placeholder design. As Rove moved toward its final production, I was tasked with redesigning them to create a more cohesive and immersive experience.
Inspired by the idea of opening a book or treasure chest, I combined hand-drawn elements and layered textures to develop the final design.
After:


Before:
Before:
After:


Marketing Design
I designed the visual campaign for Rove's Gamefound launch, including the campaign page and promotional video. I also developed supporting graphics for social media and email marketing, creating a cohesive visual system across the campaign's different touchpoints.

