A Road to Ruin
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A Road to Ruin

A Road to Ruin is a standalone pamphlet adventure I designed for the Carapace TTRPG. The adventure drops players into Tharaal’s Hollow, a doomed fortress town facing imminent destruction, challenging them to pull off a high-stakes infiltration while grappling with strategic and moral consequences. My design approach helped me form story-driven mechanics, a replayable structure, and system-specific encounter designs.

This project captures the heart of my design philosophy: build around the system’s strengths, adapt to its constraints, and create dynamic gameplay experiences that feel handcrafted for the player.

Systemic Design Within Constraints

One of the core challenges (and most rewarding aspects) of working within the Carapace system was honoring its unique mechanics without altering its core ruleset. I approached the project by asking: How do I make this adventure feel like it could only happen in Carapace?

I aimed to reinforce the setting’s tension and unpredictability, most notably its dice-based Titan Arrival mechanic, which controls how long players have before the entire area is destroyed. This ticking-clock pressure heightens urgency without railroading the players, allowing for reactive strategy and embracing replayability.

Multiple infiltration paths, enemy encounter tables, and branching outcomes were designed to align with the game's rules while supporting a range of play styles. Whether players lean into stealth, combat, or negotiation, the adventure supports their chosen strategy while still delivering on the narrative stakes.

Narrative Integration + Player Agency

The story behind A Road to Ruin centers on difficult choices: save the townspeople, escape with the treasure, or prioritize your own survival. Every design decision–from character motivations to event pacing–was intended to enhance player agency and emotional investment.

The scenario features multiple narrative entry points and moral dilemmas that prompt players to reflect on their values. These moments aren't just decorative; they're tightly woven into the systems I built, ensuring the gameplay reflects the narrative tension in real-time.

Outcomes + Reflections

A Road to Ruin is a direct reflection of how I think about game design: it’s the art of synergy between systems, narrative, and player experience. My work in tabletop design is where I first developed the skills I now apply to digital game development, adapting to systems I didn’t create, building mechanics that serve both theme and function, and constantly asking how design choices shape the player’s journey.

Credits
Carapace RPG created by Victor Amorim (torthevic)
Disciplines
Game Design + Narrative Writing + Illustration
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About me

I’m a systems-minded thinker and proud visual nerd drawn to the weird, wonderful challenge of making games feel just right. My work lives at the intersection of storytelling, interface clarity, and player-centric worldbuilding.

I have a multidisciplinary design background, where I led cross-functional teams and built experiences across digital, branding, and interactive spaces. Now, I’m channeling all of that into crafting immersive UI, building modular systems that support gameplay flow, and creating environments that reward curiosity. I believe good design should get out of the way, but great design sticks with you, not because it shouts, but because it understands what you need before you do.

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