Shadows of Memory is a narrative board game set in Wispveil Forest, where wandering animal spirits confront the echoes of their past. Each character is shadowed by a darker phantom shaped by regret, and only those who reach the forest’s end can finally release what holds them back.

Story/ Concept

Objective/ Personal Goals

This project required us to redesign the classic Chutes and Ladders and add a new gameplay step.

I approached this project with the goal of solving common frustrations with board games: flimsy boxes, lost pieces, and storage that never seems to last. I wanted every part of Shadows of Memory to feel intentional and built to endure. The sewn fabric board and the green wrap — complete with pockets for each component — were designed to make the game easy to roll, store, and take on the go, offering a more thoughtful alternative to traditional packaging.

Behind the Board Game

The board for Shadows of Memory was designed to feel as crafted as the world it represents. Each stone was ironed and stitched around its edges many, many times to give it a subtle, elevated form. Glow‑in‑the‑dark thread brings the vine details to life, shifting as the lighting changes. To support real‑world use, I added rubber shelf liner to the corners for grip and hid weights inside the binding to counteract the natural curl of a rollable board. These choices helped create a game surface that’s both functional and deeply tactile.