Games and cards

Playable health education for abstract experiences, real conversations, and memorable choices.

Ryan creates playful systems that help people understand, talk about, and emotionally process health experiences.

Design principle

The work is about engagement, not gimmicks.

The games turn abstract health experiences into concrete choices, characters, rewards, trade-offs, and social moments. They can support education, community building, campaign activation, conference engagement, or digital product thinking.

Cards and tabletop systems are especially powerful because they make invisible experiences physical: something people can hold, compare, swap, discuss, and remember.

A cinematic spread of original fantasy-style card concepts

Tactile design

Playable systems make invisible experiences easier to hold, compare, and discuss.

Cards can become prompts, powers, challenges, rewards, booth handouts, collectible campaign assets, or the foundation of a bigger tabletop and digital world.

Formats

From conference handouts to full game systems.

Card Games

Decks, prompts, battle systems, cooperative mechanics, and social play formats.

Collectable Cards

DiaPals, monsters, powers, quests, status effects, campaign artefacts, and rewards.

Educational Decks

Clinic, school, family, and charity resources that create better conversations.

Digital Prototypes

Mini-games, app engagement loops, behavioural prompts, and reward systems.

Card system thinking

Fantasy mechanics can carry emotional truth without becoming clinical or childish.

A diabetes monster can represent pressure, fatigue, hypo anxiety, device overwhelm, or social misunderstanding. A DiaPal can represent support, skill, humour, identity, or recovery. The mechanics help people discuss real experience at a safer distance.

DiaPal Steady Spark

Support power: turns a hard check-in into a shared moment.

Monster Snack Shadow

Challenge power: appears when routine, mood, and timing collide.

Action Reset Round

Play this when the story needs a pause, not a judgement.

Design a system

Turn a complex health topic into something people can play, share, and understand.

Commission a game or deck