Rapture Board Game


One of our modules in second year was Generic Production. With the freedom to independently create our entire brief for the year we were required to work in groups, and were graded on each of our presentations to a small collective of lecturers. The first presentation was pitching our individual ideas to the whole class, the second was once we had formed groups with the other students we wanted to work with or ideas we liked we had to further develop the idea and present the newly modified brief. We then had the rest of the year to produce our product, with a final presentation at the end of the year.

I worked with four other Graphic Design students and we created a board game. Originally inspired by the likes of the console game Grand Theft Auto with it’s missions and open world, and monopoly, giving players the opportunity to buy and sell whilst moving around the board.


We decided that the genre of Steampunk would be a brilliant style making the board game unique. Steampunk is becoming more and more popular but is still relatively unknown when considering mainstream popular culture. Whilst there are Steampunk board games that exist, they are aimed at a smaller market place, and we wanted a game that could be enjoyed by a bigger audience. Steampunk gave us a great platform to get inspiration, and develop ideas for characters, areas, missions and artwork.


The gameplay has a relatively simple objective; to survive. Unlike Monopoly where money is what defines the players status, it is health that is the driving force in Rapture. In this steampunk world that we created, Health can be bought, sold and traded gained or lost in missions, and is represented by Health Cards of different values, much like a currency. Once a character has lost all of their health, they are essentially dead and out of the game. As the player moves around the board there are five areas that make up the map of Rapture Island, each with their own unique Area cards to land on.


As we had been newly introduced to 3D printing technology we had our dice, safe houses and character counters printed and hand painted. This gave the game a much more personal and higher quality feel to it, especially the dice, rather than the standard black and white ones.




Here are some images of the Safe Houses and Character Counters:



Straight from the 3D printers


All five after being hand painted

We obtained some “leather” textured brown paper, and one of the other group members skillfully covered a box and hand drew a variation of the logo on the front.


Because this project has the potential to sell and is essentially ‘shelf ready’, we wanted to consider marketing. One member of the team is a very skilled web designer so one of his jobs was to create a site for Rapture. It has information on the game itself, a small section about our team that created it, and links to our Raptures socials.





Please visit www.raptureisland.co.uk to see it for yourself!

We also managed to get over 80 likes on Facebook and 35 likes on Twitter!

This was a really fun project, and it has given me hope in group work again! I’m happy to have experienced first hand how amazing and fun a group project can be when everyone is equally as motivated and pulls their weight. I have been told my individual grade for this module, but I won’t post it yet, as the Board of Studies was only last week, and the external verifiers can either move the grades up or down if they don’t think we were graded properly by the lecturers. We collect our grades on the 10th of July, so fingers crossed it either remains the same or goes up!

Trainspotting X Game of Thrones

After a lesson learning about how influential Stylorouge’s Trainspotting campaign is even eighteen years after it’s release. We were asked to recreate the same style for another franchise.

I chose these three women of Game of Thrones series because I think it is relevant that it has females that are as influential, and scheming and strong in the ways of war as men are only in a different manner. I used three characters as opposed to five because it was difficult finding good quality and usable stills from the televlision series.

In the single posters I made the image large enough to hide their eyes, because I felt that they gave the characters an anonymity, without objectifying them as they all have confident postures. Cersei has her hands on her hips, reflecting her stubbornness as she rules the Seven Kingdoms through her son. Margaery Tyrell has her hand on her necklace with a pendant of the Tyrell rose, showing her true loyalty for her House and how strong her family is. Daenerys is looking back over her shoulder because for many years she has been recruiting soldiers and winning the love of many nations from across The Narrow Sea and she is almost ready to reclaim her rightful Iron Throne.