Fable Squad (Formerly Grid Lords)
Intent
The design goal was to create a system-driven tabletop experience centered on asymmetry and player expression. I focused on designing mechanics that allow each character archetype to meaningfully alter the flow of play, ensuring that strategy emerges from interaction between systems rather than static rules.
Gameplay Overview
Players control unique characters with distinct abilities that modify core systems such as combat, resource generation, and turn flow. The experience emphasizes adaptability, where players must respond to both opponent behavior and shifting system states created by character abilities.
Systems Design
My work focused on designing modular, scalable mechanics that could support multiple expansions:
- Designed and balanced core rule systems in collaboration with the project lead
- Created 3 full thematic expansions (15 total characters) with distinct mechanical identities
- Established archetype-driven design patterns to maintain systemic consistency across characters
Design Examples
- Cryptid Pack: Risk-reward system where characters grow stronger in a “wounded” state, encouraging aggressive play at low health
- Gods & Goddesses Pack: Systems manipulation design, altering draw mechanics, environmental conditions, and resource flow
- Kaiju Pack: High-stat, low-flexibility archetype emphasizing positional dominance and vulnerability to coordination
Process & Iteration
Development was driven by rapid prototyping and live playtesting. I iterated on balance and clarity through repeated testing cycles, refining mechanics to ensure they were both understandable and strategically deep.
- Playtested at public events to gather unbiased player feedback
- Adjusted rules and mechanics based on observed player behavior
- Refined clarity of abilities to reduce ambiguity in competitive scenarios
Collaboration
I worked directly with the project lead to align gameplay systems with the broader product vision, while coordinating with artists to ensure mechanical concepts were clearly represented visually. This required translating abstract mechanics into communicable designs that could be effectively illustrated and understood by players.
Conclusion
This project demonstrates my ability to design scalable, system-driven gameplay in a non-digital space. I focused on creating mechanics that are expressive, extensible, and grounded in player interaction. The result is a flexible design framework capable of supporting future expansions while maintaining clarity and strategic depth.
Quick Info
- Platform: Board Game
- Duration: Sep 2022 – Mar 2023
- Team: Sprimate Studios
- Role: Lead Gameplay Designer
Links
- Project Page: View Project
Prototype Team Members
Priyal Seebadri: Project Lead, Game Design, WritingMya Timmerman: Graphic Design, Game Design
Tate F. Morris: Game Design
Norah Bennington: Hero Illustrations
Phoebe Rhea-Sharpe: Hero Illustrations