PROJECTS

GAMEBOARD DEVELOPMENT - ROOTED REMEDIES

GAMEBOARD DEVELOPMENT - ROOTED REMEDIES

Client

Student Project: Heavy Cardboard Course

Sector

Culture, Gameboard, UX Research

Project Time

3.5 Months

Team

Lin Li, Caitlin Sukohardjo, Reina Kitamura

OVerView

Rooted Remedies is a tabletop board game focused on contract fulfillment, dice manipulation, and resource management. Each player, as the owner of a local apothecary in Qing Dynasty China, must seek to fulfill their duty to cure their clients. Their goals include crafting medicine, completing prescriptions, and expanding workspaces to earn reputation, money, and success. This game allows the opportunity for the players to appreciate and learn about Chinese history and heritage through entertainment, strategy, and collaboration.

Book Content

Objective

Project Brief: Create a resource management board game by translating research into theme and mechanics. Develop cohesive visuals, build a playable game, and document gameplay with a video or rulebook. Collaborate as a team on research, design, and playtesting.

Project Brief: Create a resource management board game by translating research into theme and mechanics. Develop cohesive visuals, build a playable game, and document gameplay with a video or rulebook. Collaborate as a team on research, design, and playtesting.

Our goal is to create a culturally rich and accessible game that introduces a global audience to the beauty and depth of Chinese culture and history, making it both understandable and appreciable for those who may not be familiar with its traditions.

About the APP

User Persona

RISA (20)

A musical enthusiast living in Japan, eager to learn more about the Leopold and Loeb case after watching the musical

Primary KNOWLEDGE

The globalized musical takes out the names and locations of the case to make it universal. It only focuses on Leopold and Loeb.

CULTURAL KNOWLEDGE

Risa is fluent in both Japanese and English

Reading Habits

Often deep reads or close reads any content she is enthusiastic about.

Most FamilIar With

iPad

iPhone

  • Uses iPad to take notes & read

  • Utilizes dark mode

View on THe Case

Critical

Empathetic

Learning Habit

Reading

Visual

Research Desire

Specific

Generalized

Reading Scenario

Watches the Thrill me Japanese musical

Scans the barcode on the ticket of the musical

The ticket takes her to access the app

Uses app to compare the musical to the case and close read the text

Compares between Leopold and Loeb’s analysis to gain further understanding of their relationship

User Persona

RISA (20)

A musical enthusiast living in Japan, eager to learn more about the Leopold and Loeb case after watching the musical

CULTURAL KNOWLEDGE

The globalized musical takes out the names and locations of the case to make it universal. It only focuses on Leopold and Loeb.

Risa is fluent in both Japanese and English

Primary KNOWLEDGE

Reading Habits

Often deep reads or close reads any content she is enthusiastic about.

  • Uses iPad to take notes & read

  • Utilizes dark mode

iPad

iPhone

Most FamilIar With

View on THe Case

Critical

Empathetic

Learning Habit

Reading

Visual

Research Desire

Specific

Generalized

Watches the Thrill me Japanese musical

Scans the barcode on the ticket of the musical

The ticket takes her to access the app

Compares between Leopold and Loeb’s analysis to gain further understanding of their relationship

Uses app to compare the musical to the case and close read the text

READING SCENARIO

IMMERSE
yourself in a vibrant Qing Dynasty world, where every decision shapes your path to mastery.

CRAFT
your strategy and explore endless ways to succeed in a world inspired by the wisdom of Traditional Chinese Medicine.

LEARN


the art of Chinese Medicine and cultural splendor of Qing Dynasty China.

ROle

Throughout the development process, my team of three and I collaborated in strategizing, researching, testing, and designing the game mechanisms. My initial focus was on cultural research for the game setting, then designing and writing the board game rulebook and player aids. Additionally, I assisted my teammates by producing sketches for the illustrations and game iconography to increase productivity and provide feedback. Then concluded our project by making the final demo video.

Take a Closer Look

user Persona

"I'm looking to bring interest in Chinese culture to the classroom before introducing the text-heavy material. I want my students to socialize, learn, and have a good time."

"I'm looking to bring interest in Chinese culture to the classroom before introducing the text-heavy material. I want my students to socialize, learn, and have a good time."

"I'm looking to bring interest in Chinese culture to the classroom before introducing the text-heavy material. I want my students to socialize, learn, and have a good time."

JESSICA WILLS (38)

A passionate World history teacher who enjoys using physical products to teach her students and kids about new subjects.

CULTURAL KNOWLEDGE

CULTURAL KNOWLEDGE

  • She enjoys learning about new cultures through foods, media, and stories.

  • She knows the foundations Chinese history and cultural references.

JESSICA GOALS

Looking for a strategic game that teaches about new cultures but also exciting for her students. She is looking for a physical product over a digital product because her students are always on their devices.

Other Interested Personas

JOSE GARCIA (56)

JOSE GARCIA (56)

An avid boardgame collector looking for unique game settings. He is deeply invested in complex, strategic games and view board gaming as a serious pastime

ALEX PARKER (28)

A software engineer who prefers small home get togethers. He is looking for a strategic game over a social game since his friends like critical thinking competition.

Visual Inspiration

We chose the Qing Dynasty because it was a flourishing era in Chinese history that pushed for medicine-making and innovation. Rising in the early 1900s, Pingyao was known as the greatest financial and commercial center in China. We took this city as our inspiration since it matched the intended takeaways for the players: critical thinking, perseverance, and competitive drive. There are many Pingyao tales of talented physicians who rose to become prosperous businessmen, a history we incorporated into the character tokens and our concept.

Market Research

To better understand the industry of board games and board game mechanisms, my team and I played many types of board games from light-weight (beginner) to heavy-weight (experienced). I familiarized myself with the different mechanisms and what made board games fun.

Good TRAITS

Woodcraft, Obsession, Caper Europe, Cascadia

Beautiful World Settimg

Striking Character Asymmetries

Unique Rondel System

Nice use of Resource Management

Clever Dice Manipulation

Interesting Card Drafting

Beautiful iconography and illustrations

Custom Player Board

Final Result is known until the end

Random Character Drafting

Poor TRAITS

Monopoly, The Game of Life, Sorry, Risk

No "catch up" method

Very linear win method

Capitalism Obsession

Win it or Lose it
Heavily Luck Based

Evident Player Elimination Issue

Strategy Goals

After learning about these game traits, these were the main points we took away and wanted to bring into our game.

  1. Players can pursue different methods to win.

  2. Players can "catch up" and not lose halfway through the game.

  3. Aiming for 60 to 90 minutes of gameplay.

  4. The visual aesthetic must immerse our players in our game's setting.

  5. The iconography and designs are easy to understand for a global audience.

InitIal Concepts

#1

  • Made Two Types of Contracts

  • Developed Tool Mechanisms

  • Defined Apothecary Cabinet Dice Configuration

  • Brainstormed Bagua Board Actions for each player


Color + Game Balance Refinements

#2

  • Tested game actions and seeing which ones are prioritized

  • Added reputation points tasks

  • Designed collective MarketSpace

  • Created balanced dice contracts for Public Contracts vs. Symptom Cards

Visual Refinements

#3

  • Advanced the player board design

  • Strategized physical formats that can help players hold their tokens better

  • Clarified cultural background and concepts to iconography design, colors, and visual elements

Material Refinements

#4

  • Lasercut parts that needed to be 3-dimensional

  • Adjusted game balance for action board vs. player board

  • Finalized the visual components

Landing Page

Topic Page

Collections Page

Settings Page

Low-Fi Iteration

#1

  • We conceptualized 3 key screens and 1 settings screen that encase the project.

  • The Landing Page holds the three main theme groups for the two figures.

Landing Page

Topic Page

Collections Page

Low-Fi Iteration

#2

  • We changed navigational icons to ones that mirrored the pages themselves more.

  • We redesigned Collections in Performances so it no longer serves as a bookmarking archive but rather a collection of the Thrill Me musical scenes.

  • We enhanced visual differences by changing Leopold's text to look different than Loeb's.

Landing Page

Topic Page

Collections Page

High-Fi Iteration

#3

  • We compiled visual aesthetics by adding all the necessary information and images.

  • First design system variables like overall colors and text are set.

Landing Page

Collections Page

Topic Page

Final Iteration

#4

  • We refined the visual aesthetics to look more formal and less natural, including dramatizing the theme pages and changing the performance page to look more welcoming.

  • We added colors and double-sided navigation tabs for the Information page to help the user identify the different possible interactions.

Landing Page

Topic Page

Collections Page

Settings Page

Low-Fi Iteration

#1

  • We conceptualized 3 key screens and 1 settings screen that encase the project.

  • The Landing Page holds the three main theme groups for the two figures.

Landing Page

Topic Page

Performance Page

Topic Page

Low-Fi Iteration

#2

  • We changed navigational icons to ones that mirrored the pages themselves more.

  • We redesigned Collections in Performances so it no longer serves as a bookmarking archive but rather a collection of the Thrill Me musical scenes.

  • We enhanced visual differences by changing Leopold's text to look different than Loeb's.

Landing Page

Topic Page

Performance Page

Topic Page

High-Fi Iteration

#3

  • We compiled visual aesthetics by adding all the necessary information and images.

  • First design system variables like overall colors and text are set.

Landing Page

Topic Page

Performance Page

Topic Page

Final Iteration

#4

  • We refined the visual aesthetics to look more formal and less natural, including dramatizing the theme pages and changing the performance page to look more welcoming.

  • We added colors and double-sided navigation tabs for the Information page to help the user identify the different possible interactions.

Impact

Rooted Remedies was a rewarding project that deepened my appreciation for how cultural research, user-centered design, and creative problem-solving can come together to create an immersive, meaningful experience. Through this game, we introduced players to the rich world of Chinese herbal medicine in Qing Dynasty China, crafting a space for both learning, strategy, and enjoyment. The development process taught me that thoughtful design has the power to bridge cultures and perspectives, and showed that games can encourage critical thinking and shared cultural appreciation.

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© Lin Li 2025. All Rights Reserved.

Lets Connect!

Follow me

© Lin Li 2025. All Rights Reserved.

Lets Connect!

Follow me

© Lin Li 2025. All Rights Reserved.