Firestarter

Firestarter was a cardgame created for fire department of Friesland in 2022. The goal of the game was to make people aware of nature fires, and how easily they could be started by average objects.
The fire department was interested in continuing the game. However, the development of project is on hiatus.
If you wish to play Firestarter, you can hit me up and we'll arrange a playtest.
All players start with a hand of cards; the last player who still them wins.
The core gameplay loop is based on the fire triangle, where a fire can start when 3 specific cards are played in a row.
Each turn, a player takes one card from the pile and discard a card from their hand. The discarded card could accidentally or deliberately be part of the fire triangle set the next player on fire.
If a player is on fire, they have to discard 2 cards per turn, creating a higher risk that they could set the next player on fire.
Explanation video in Dutch.

Firestarter was made as a group project. My contribution to it was the art, refinement of the gameplay, and the idea for the package
I chose to go for a minimalist, yet rough style. This seemed fitting for vintage matchbox designs.
The colors also had to match this style, which was a bit of a challenge to figure out. How do keep colors appealing for a younger audience, yet keep them consistent within the theme of the game? It was a lot of trial, error and playtesting to get that down.

Tuintje, Boompje, Beestje
A short impression of the game
Tuintje, Boompje, Beestje (or Green Thumbs) was a boardgame created for the Municipality of Leeuwarden in 2024.
Our assignment was to make the citizens of Leeuwarden aware of soil life and them to remove stone tiles from their garden.
The game is still in development, but we are planning on pitching it to a publisher.
If you wish to play Tuintje, Boompje, Beestje, you can hit me up and we'll arrange a playtest.
2-4 players begin with a garden of tiles, which they have to flip each turn. Beneath these tiles are resources (insects, fungi, nutrients), which players can use to buy plants for their garden.
Placing these plants in a certain order would lead to a chain (which are the way to score points in this game). After all tiles are flipped, the game ends and the players count their score.


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There are also a couple of mechanics to make the game a bit more competitive, like snails that you can toss over the fence to you neighbor or moles that can steal plants from other players.
After the semester had ended, I continued development of the game (in consultation with my group and the client of course). With this, the gameplay was streamlined again and the point system got overhauled as well.
Tuintje, Boompje, Beestje was made in a group project. My contribution to it was designing, testing, and implementing the core gameplay and surrounding mechanics.

Jennifer (the illustrator of the game) and me testing the game during a sustainable market in Leeuwarden.