Arrival
The journey begins at Sanxingping wharf.
Collaborative visual design · Educational game
烽火岁月——坪石教育历史大冒险
An offline educational board game that turns wartime university history into a journey of movement, morale, building, and collective survival.
My contribution · Visual design
I contributed to the project’s visual design and production across the game system. Historical research, the game concept, mechanics, and final direction were developed collaboratively by a five-person student team.

01 · Translating history
The team translated historical events into a route with changing conditions, limited resources, and collective goals. Players experience history as a sequence of decisions rather than a list of dates.
The journey begins at Sanxingping wharf.
Teaching and academic life take root.
University records and collective memory accumulate.
The final wartime stage tests what the group can carry forward.
02 · The game system
Movement across the board is tied to construction, events, morale, and shared resources. The visual system keeps those layers visible without losing the geographic journey.

Travel through the historic route and arrive at key locations.
Use resources to establish classrooms and shared infrastructure.
Respond to events that change the group’s options.
Protect collective morale while continuing education.
03 · Visual language
Event cards, achievement cards, construction cards, and morale tokens use consistent framing and color so players can understand their role at a glance.






04 · Role play
Four playable figures help students enter the story through people rather than institutions. Their distinct silhouettes remain recognizable across cards and printed material.




05 · From rules to play
The rulebook, map, and exhibition layout show how the game moves from historical research to a usable learning experience. Repeated visual cues connect instruction with action.



06 · Collaboration
This was a five-person collaboration. I supported the visual design and production while the team collectively developed the historical framing, game concept, mechanics, and final direction.
Supported the visual system and production of the game’s printed materials.
Historical framing, gameplay structure, and final decisions were collaborative.
Consistent color, hierarchy, and framing made the system easier to understand.
Reflection
Designing for play meant balancing historical depth with the clarity and repetition a physical game needs.
Historical complexity needs a clear model before a visual language can support it.
Consistent patterns help players recognize new information during play.
Shared grids, naming, and handoff standards keep many contributors aligned.