In the science-fantasy tabletop RPG Troika!, the chaos of battle is embraced through a non-linear initiative system. Rather than relying on dice or stats, action order is randomly determined by drawing tokens or chips, which creates unpredictability, tension, and delight at the table.
This game’s ability to spark my creativity led me to design a custom initiative card set that builds on Troika’s weird spirit while enhancing clarity and immersion for players. This passion project became a study in mechanical translation, visual storytelling, and symbolic cohesion, blending utility with theme to elevate the play experience.
Troika’s initiative mechanic is already a dramatic departure from traditional RPGs. To address that, I designed each card to bewhile still steeped in Troika’s surreal, science-fantasy aesthetic. I used geometric forms and symbolic cues to help players quickly identify which card belongs to whom or what while leaving room for player interpretation.
I wanted the cards to do more than track initiative; I wanted them to evoke the mood of the world. My research led me through,
I became especially drawn to the Evil Eye, a protective and watchful symbol found in many cultures. The eye became a central visual motif across the set, paired with astronautic imagery to reflect Troika’s genre-blurring setting.
Each card became a narrative glyph. Each visual element is an artifact that reflects both mechanical function and world tone. It was important to me that the cards could be easily remembered and quickly readable.
The project was incredibly fulfilling, both creatively and communally. David from Technical Grimoire later contacted me to adapt the designs for use in his online Troika initiative tracker. Expanding the cards’ reach into digital spaces and contributing to the broader Troika community in this way was a significant moment in my design journey. See online tracker here > https://www.technicalgrimoire.com/troikagenerator
This project highlights my ability to:
This was a pivotal moment where I realized that my job as a designer isn’t just to decorate mechanics; it’s to give them feeling, function, and form. Whether I’m working in tabletop or digital spaces, that’s the mindset I carry into every project.
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.