
Fringe Games
A studio-level information kit I organized for press outreach: factsheet, development history, team biographies, game information and downloadable media.
Browse the original studio press kit →Selected work · 2011–2014
At Fringe Games, I worked across communications, community relations and creative production for War Command, later renamed War Haven—helping people understand the game and helping the team bring its ideas together.
My responsibilities included crowdfunding campaigns, independently prepared media kits, press outreach and community management, as well as illustrated rules documentation and cross-team production communication.

War Haven tabletop prototype · preserved Fringe Games press-kit photograph
Areas of contribution
The team was small, and the job rarely fit into one category. These were the recurring responsibilities I took on while supporting development and promotion.
Managed the studio’s Facebook account, the game's Facebook account and Twitter during the 2013 crowdfunding campaign. Wrote posts, answered followers and maintained conversations with players and fellow developers.
Wrote campaign-page copy and designed promotional graphics, helped produce videos, and adapted the game's story and features into material intended for potential supporters.
Built the Fringe Games studio website and its press-kit sections. Organized factsheets, images, videos and background material for press use, then shared those resources in outreach to journalists and reviewers.
Produced the illustrated War Haven rules manual, helped balance cards and built a tool to simulate thousands of attacks and defenses. Drew on design, programming and art experience to translate requirements between teams.
Featured case study
I managed the live War Command Kickstarter campaign in 2013. Later, after the project was renamed War Haven, I developed a substantially new campaign presentation with greater editorial control from the outset.
The first campaign did not meet its funding goal. The second was prepared but never launched after publisher interest redirected the team's efforts. Both document the practical work of presenting an ambitious creative project to an audience.

Press relations & media resources
I built and maintained the Fringe Games studio website, including its news and project information, and added two press kits using Rami Ismail’s presskit() format. These were working tools for publicity, not just descriptions of the studio: I organized factsheets, artwork, video, downloadable media and contact details so journalists and reviewers could get what they needed when I approached them about the game. The preserved press-kit pages remain available below.


A studio-level information kit I organized for press outreach: factsheet, development history, team biographies, game information and downloadable media.
Browse the original studio press kit →
A game-specific resource for reviewers and journalists, combining the War Haven description, playable-product information, artwork, media and credits.
Browse the original game press kit →Publicity & coverage
My outreach work paired ready-to-use press resources with direct conversations with journalists, reviewers and other developers. The game appeared in independent convention coverage, including a follow-up appearance after its change of name.
Dan Thurot covered the original War Command at SaltCon, praising its distinctive, cohesive visual presentation while also discussing the role of luck in play.
Read the original article ↗Thurot’s following-year convention feature included War Haven under its new name, extending the game's visibility beyond the original campaign period.
See the follow-up feature ↗Commissioned illustrator Gaëtan Weltzer highlighted character artwork produced for the game on his own design site—another example of how the project reached audiences through its collaborators.
View the artist feature ↗Documentation & cross-team coordination
I worked with the game’s design, art and programming teams because I had practical experience across those disciplines, as well as a role in designing and balancing the game itself.
I wrote and illustrated the War Haven rules manual, coordinated implementation requirements and built an internal test tool that ran thousands of simulated attacks and defenses between card combinations to help the design team spot balance issues. Selected manual pages and a dice-animation design diagram demonstrate how I made complicated mechanics clear for players and colleagues.
Illustrated War Haven rules manual · selected page