Metrorunner box art | Photo by Kieth Matejka @kmatejka
Overview
A competitive worker-movement and resource-collection game (1-5 players) set in a high-tech neon future. Features a tile puzzle mini-game as players hack and move through Mirror City.
I consulted for Thunderworks Games as a UX designer.
My Role
â˘Rulebook overhaul: reorganised âsetup â action phases â endgameâ sequence so that âhacking tile puzzleâ is introduced contextually. Added full-page visuals of worker movement rondel.
â˘Layout & typography: improved readability in the rulebook by adjusting line-height, introducing side-notes for âwhy this mattersâ, and converting ambiguous verbs into concrete player prompts (e.g., âPlace your runnerâ instead of âYou may moveâ).
â˘Component feedback: suggested adjusting token shapes and colours for clearer differentiation under ambient room lighting; refined iconography for âcontractâ vs âdata theftâ objectives.
â˘Turn sequence: identified a choke point in first-round player movement, recommended shortening initial resource collection phase and smoothing transition to tile puzzle mini-game, improving pacing.
â˘Accessibility: introduced a legend for tile-symbols, recommended alternative high-contrast card variant, and flagged text size on action-cards that were borderline for older players.
Outcome / Impact
Enhanced clarity in player turns, significantly reduced onboarding confusion in play-tests, improved component legibility, and made the game life cycle smoother overall.
Original layout
Layout and copy with my proposed changes
Original layout
Layout and copy with my proposed changes
Original layout
Layout and copy with my proposed changes
Original layout
Layout and copy with my proposed changes
Original layout