Technical communication · Editorial design · Production coordination

Explaining the game to players and the people building it.

Two kinds of documentation, two very different audiences: a visually organized rules manual for players and implementation notes for programmers and artists.

At Fringe Games I worked on both audience-facing materials and the internal communication needed to turn design decisions into working assets and behavior. These samples illustrate how I combined copywriting, layout, diagrams and practical explanations.

01 / Player-facing documentation

War Haven illustrated instruction manual.

I wrote and laid out an illustrated rules manual in Adobe InDesign, using cards, diagrams and examples to make a layered strategy game easier to learn. The selections below show how card classes, compatibility rules, and battle resolution were communicated visually alongside the written rules.

Manual page defining character and support cards and showing their illustrated anatomy
Card and deck rules. An opening explanation of the game's basic components and categories.
Manual page labeling character card features and illustrating six character classes
Character card anatomy. Labeled examples connect terminology to actual card designs.
Manual page showing which character classes and races different support cards can be used with
Support-card compatibility. Diagrammed examples clarify conditional rules and icon meanings.
Manual page illustrating battle calculations with card artwork, stats, dice rolls and directional arrows
Combat resolution. A worked visual example explains how statistics and dice rolls determine damage.

02 / Internal production communication

Turning a design idea into an implementation brief.

Because I was involved in design and card balancing, and already had experience in programming and digital art production, I could help the designers, artists and programmers understand one another’s requirements. The internal game design document recorded rules, interface behavior and implementation expectations. This excerpt illustrates one example: a dice animation specification that maps the movement of each die, the competing character panels, and the display of the final result.

Diagram from internal game design document marking the attacker and defender regions, die path, bounce positions and final dice display zones
Dice-roll interaction diagram · selected excerpt from the internal War Haven design specification.

From game balance to implementation

I also developed an internal card-balancing tool that could simulate thousands of attack and defense rolls between chosen card combinations. It gave the design team a way to find troublesome interactions and assess changes before committing them to the game.

That hands-on work shaped my role coordinating across disciplines. I understood the gameplay decisions, the programming needed to reproduce them, and the visual assets artists would have to deliver. The annotated dice-roll diagrams gave everyone a shared reference for movement, timing and on-screen results.

Selected page from a larger internal production document.

Related work

From documentation to publicity.

These same skills carried into my press-kit preparation, Kickstarter communications, and promotion: adapting complex project material to the information needs of different audiences.