game design -

Masked Mayhem is a competitive tile-based strategy game for 2–4 players.
Build your pattern, mask your moves, and disrupt
the grid before someone exposes your strategy.

Project Details

Type- Group
Keywords
Capture
Block
Theme- Mask
Time- 48 hrs

Swap
Deceive


With just 48 hours on the clock, we had to:
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Turn the theme Mask into a game mechanic.
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Make people feel the game, not just play.
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Conceptualise, test, and visually finish the game all within two days.
Challenges


Project Brief
MY ROLE
I led the game concept and mechanics design, translating the jam theme into a playable system.
I designed:
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Core gameplay mechanics
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Rule system & balance logic
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Visual language
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Board layout & Design
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Two types of card systems
Looks like tic-tac-toe.
Plays like absolute chaos

Game Mechanics
MASKED MAYHEM is a strategic board-and-card game of pattern recognition, bluffing, and control for 4 players.
Think you can see through the bluff?
Think your tiles are safe? Think again!
Grid Tiles
The heart of the game. Each tile hides a pattern that players must match to claim it.

Remember what others forget.
Predict what they can’t.
Control the grid before it turns against you.
Board Design






CHALLENGE: To design cards that allow players to build patterns quickly and intuitively, while keeping the gameplay strategic and easy to understand.
Card Design
SOLUTION: Using simple geometric shapes in distinct colors. This keeps the gameplay fast-paced while encouraging pattern building, planning, and tactical placement on the grid.
SHAPE CARDS
CHALLENGE: To design a board that supports dynamic gameplay without making the system complicated, bulky, or hard to carry.
SOLUTION: A modular 3×3 tile grid that is randomly arranged each game. This keeps the board unpredictable and prevents repetitive play, while maintaining a clean layout, easy setup, and a visual language that reflects the game’s masking and sabotage mechanics.
SOLUTION: Designing a deck of power cards that can shift tiles, break shields, swap colors, or manipulate the board, adding unpredictable twists while still keeping the core strategy intact.
CHALLENGE: To introduce moments of chaos and sabotage without making the gameplay feel unfair or overly complicated.
POWER CARDS
This deck have 8 types of power cards.
Gameplay & Manual
SOLUTION: Combining pattern-building with shape cards, board control through tile placement, and unpredictable power cards. This creates a flow where players build their strategy, mask their intentions, and disrupt opponents, keeping every round tense, playful, and unpredictable.
The first person to secure three tiles in a row wins!


This deck have 3 shapes in 4 colors and 2 type of wild cards.
There were 2 type of card deck designed for this game.
Game tokens & shield
















PROBLEM: Create a gameplay flow that feels strategic yet chaotic, where players can plan their moves while constantly dealing with sabotage and unexpected twists.














Anticipation
Suspicion
PLAYER EXPERIENCE
Chaos
*Hower to know*
Triumph
Revenge
Tension













