This project began as a satire on the objectification of men: a role reversal meant to expose gender bias. But after reflection and a conversation with Andrea, I realized confrontation wasn’t the answer. I wanted connection, not defensiveness. That shift turned the concept toward early education, teaching empathy before bias begins.
Re-World is a board game for preteens that helps kids, especially boys, understand empathy, fairness, and social awareness through play. Players earn Empathy, Awareness, and Action points by navigating zones like school, family, and media. Their collective choices determine the world they create: Fair World, The Wobbly World, or The Backwards Land.
Re-World became a board game for preteens that makes critical thinking about gender roles engaging, funny, and accessible. Players collect Empathy, Awareness, and Action Points while navigating zones like School, Family, and Media. Their combined choices determine the ending: Fair World, Wobbly World, or Backwards Land, a reflection of how individual actions shape collective outcomes.
The visual language draws inspiration from The Game of Life and Adventure Time, characterized by absurdity, charm, and approachability. Characters are quirky yet emotionally expressive, designed to capture attention while representing a range of identities and behaviors. A bold black-and-white sketchbook style reduces clutter and supports neurodivergent players, balancing clarity with playfulness.
The accompanying Tri-Fold Brochure introduces the cast, rules, and point system, serving as a quick-start guide to the world. Re-World is more than a game. It’s a creative tool for sparking early empathy, reflection, and social awareness through laughter and choice.
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