A card game built from an unusual brief: playgrounds, jazz, tape, self-portraiture, and "sin." Instead of illustrating each, we turned them into play: players move through rounds of temptation, confession, and chance, borrowing jazz's improvisation and the social rules of playground games. Mirrored cards make "sinners" face their own reflection, reframing sin as a playful look at identity and vulnerability rather than morality. I designed the identity system, card layouts, and packaging, with a red-and-blue palette that separates play from confession across every piece.
A card game built from an unusual brief: playgrounds, jazz, tape, self-portraiture, and "sin." Instead of illustrating each, we turned them into play: players move through rounds of temptation, confession, and chance, borrowing jazz's improvisation and the social rules of playground games. Mirrored cards make "sinners" face their own reflection, reframing sin as a playful look at identity and vulnerability rather than morality. I designed the identity system, card layouts, and packaging, with a red-and-blue palette that separates play from confession across every piece.
A card game built from an unusual brief: playgrounds, jazz, tape, self-portraiture, and "sin." Instead of illustrating each, we turned them into play: players move through rounds of temptation, confession, and chance, borrowing jazz's improvisation and the social rules of playground games. Mirrored cards make "sinners" face their own reflection, reframing sin as a playful look at identity and vulnerability rather than morality. I designed the identity system, card layouts, and packaging, with a red-and-blue palette that separates play from confession across every piece.


