Case Study
Tales of Fablecraft
Project Overview
I lead the creative development of Fablecraft, a beautifully designed, story-rich digital roleplaying game built to make tabletop gaming more intuitive and accessible.
Fablecraft is a collaborative, digital-first tabletop RPG designed to be played with friends, whether that be remotely, in person, or both. It reimagines tabletop gaming as an intuitive, touch-friendly experience that lowers the barrier to entry for new players, while still preserving depth for veterans.
As a fully integrated platform, game system, and original fantasy world, Fablecraft combines built-in video chat, a turn-based combat engine, and thoughtfully designed storytelling tools that make starting and running a campaign seamless across devices.
Download: Steam | App Store
Designed for Everyone
Fablecraft is designed for the RPG-curious who never found the right group or felt intimidated by rulebooks. But it’s also made for lifelong adventurers who are looking to dive into a simpler digital RPG.
It’s our response to games like D&D or Pathfinder, which are amazing, but a lot to organize, especially online. With Fablecraft, players can jump in quickly, journey into the magical world of Mythas, and experience rich, story-driven adventures in sessions of 90 minutes or less.
Social by Design
Play in person, remote, or hybrid. Use integrated voice and video chat to amplify the adventure, or tuck it aside and use text chat, cursor pings, and reaction emotes.
The Game Master’s Guide
The GMG is core to Fablecraft’s promise of approachability and one of my favorite parts of the product.
Instead of requiring Game Masters to study lore and rules before running a session, the GMG delivers story beats, encounters, assets, and tools exactly when they’re needed. It dramatically reduces prep time for GMs and helps keep things organized when players inevitably go off script.
Cross-Platform & Growing
Fablecraft launched on Steam Early Access (MacOS and Windows) in July 2024 and expanded to iPad in September 2024 and iPhone in June 2025. Players can run sessions across devices, with additional platform support (including Android) coming soon.
Since launch, Fablecraft has built strong early momentum, maintaining a 4.7-star App Store rating and earning positive player acclaim across platforms.
The World Behind the Game
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. Each adventure includes animated environments, battlemaps, characters, creatures, inventory items, sound effects, voiceover, and original scores.
Take a look: The Book of Mythas
Selected art commissions
The People Behind the Work
Fablecraft has allowed me to pair a genre I love with the full range of my professional skillset. I’ve worked alongside some dear friends and collaborators to design UI, create monsters, write stories, shape gameplay, organize livestreams, run marketing campaigns, grow and rally our Discord community, demo at conventions, and turn a wild idea into a pretty spectacular product. It’s rarely a bad day at work when your job description is to literally design magic! ✨
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