About the Project
Escape the BloodWeb is a strategic board game based on Dead by Daylight. In this game, you and up to 3 more survivors must navigate the board to activate generators while evading the killer.
During my 3rd year studying at Sheridan College, I participated in design week, an event in my program where you meet a group of new people and work together on creating a game in 4 days. Our challenge was to develop an "analogue adaptation" of an existing IP. My team chose to create a board game based on Dead by Daylight.

Design Week Showcase Video

My Roles in the Project
Game Designer
Adapted a popular videogame to an analog format
Developed engaging systems and mechanics that reflect the core experience of our source material
Quickly prototyped and pitched ideas.
Technical Writer
Created a rulebook that is both comprehensive and uncomplicated
Game Design
Identifying the Core Experience of Dead by Daylight
Identifying the Core Experience of Dead by Daylight
Quantic Foundry's Gamer Motivation Model
Quantic Foundry's Gamer Motivation Model
Ranking features by importance
Ranking features by importance
Creating an Analog Adaptation
• It's important to understand the core experience when translating a digital game to an analog format.
• We identified the types of players Dead by Daylight appeals to using Quantic Foundry's Gamer Motivation Model.
• To narrow the game's focus we sorted the most important features into 3 categories; Minimum Viable Scenarios, Essential Ingredients, and Non-Essentials.
Pitching My Idea
• I thought the "Cat & Mouse" gameplay of a killer chasing survivors had potential
• Inspired by the game where one person hides a ball inside of a cup and the other must guess which one the ball is under.
• Created a proof of concept in Adobe Premiere Pro to help communicate this idea
• The team decided to focus more on board navigation and special powers but the mechanic where survivors hide under objects became a big part of the final game
Testing the Game
Testing the Game
Improving the Game
• As we were writing the rulebook, we would constantly catch ourselves going on side tangents or arguing about very specific edge-cases.
• Everyone seemed to have a different idea of the rules in their own head
• Our solution was to actually start playing the game, this way we could solve problems in real-time instead of trying to imagine scenarios
• Creating prototypes allowed us to solve problems much quicker 
Technical Writing
Rulebook Front Page
Rulebook Front Page
Rulebook p.1
Rulebook p.1
Rulebook p.2
Rulebook p.2
Rulebook p.3
Rulebook p.3
Rulebook p.4
Rulebook p.4
Rulebook p.5
Rulebook p.5
Making a Rulebook
• Very iterative process
• Each playtest helped us discover more issues with the rulebook
• It's challenging to present lots of information without people getting overwhelmed
• Learned that players don't need to know everything right at the start
• If information is easy to find, players can look for specific rules during gameplay
• Included lots of visuals and diagrams to make the rules easier to understand
Final Product
Playing The Game
Playing The Game
Playing the Game 2
Playing the Game 2
Playing the Game 3
Playing the Game 3
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