Case Study

Tales of Fablecraft

Project Overview

Over the past four years, I’ve led the creative development of Fablecraft, a beautifully designed, story-rich digital roleplaying game. We built it from the ground up to make tabletop gaming easier and more intuitive, especially for new players.

The Challenge

Tabletop RPGs like Dungeons & Dragons are a blast, but also complicated and require a Game Master. It’s a lot of prep and pressure for the person running the game, and a steep learning curve for new players.

We saw an opportunity to keep the storytelling, creativity and camaraderie, but make it easier to jump in.

Whether friends are playing together in person or across the world, Fablecraft makes the experience smoother, more accessible, and just as full of adventure.

Our Solution

We reimagined tabletop play for digital, trimming the rulebooks, automating the math, and focusing on good storytelling, smart tools, and gorgeous design.

I helped lead every part: building the game system, designing a platform for solo and group play, and creating our Game Master Guide, which delivers contextual tools and prompts as needed.

Scroll the carousel below or download to try it yourself!

The World of Mythas

In partnership with our lead writer, I created Mythas, the world at the heart of Fablecraft. It’s a setting rich with original cultures, creatures, magic, and lore.

As Creative Director, I sourced and directed a global team of artists, animators, voice actors, and composers. I wrote the briefs and worked through feedback to refine everything players see in-game.

I also co-wrote and edited our adventures, helping shape Mythas into a world that feels alive. There’s conflict. There’s beauty. There are an abundance of magical cats. Each adventure includes animated environments, battlemaps, characters, creatures, inventory items, sound effects, voiceover, and original scores.

The Book of Mythas is a lovely read if you enjoy worldbuilding!

A few of my favorite art commissions

The People Behind the Work

Fablecraft has allowed me to take a genre I love and pair it with my professional skillset. I’ve designed UI, created monsters, written stories, shaped gameplay, organized livestreams, run marketing campaigns, rallied our Discord community, demoed at conventions, and turned a crazy dream into reality alongside some very dear friends. We’ve saved kingdoms, battled quadracondas, and built an incredibly special and magical product together. ⚔️


Fablecraft Team

Leadership: David Hohusen, Andrew Habers

Creative Direction / Art Direction: Darci Manley

Writing: Claire Purcell, Darci Manley

Game Design: David Hohusen, Brian Aloisio

Product Design: Ben Rudlin, Jaclyn McKay

Motion Design: Greg Platt

Front-End Engineering: Eddie Cameron, Ryan Wang, Jason Li, David Hohusen, Addison Yarborough

Back-End Engineering: Mark Narduzzi, Rumby Osei, Andrew Habers, Chris Greenway

QA: Mary Stocker, Desiree Altman

Marketing and Community: Joey Davidson, Taylor Reed, Colin Cummings

Music & SFX: Ross Wariner, Cody Uhler

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