Overview Ray Eames said, "What works well is better than what looks good because what works well lasts." Inspired by this, we created House of Cards—a fun and meaningful game with 21 cards to build towers while sharing 21 unique insights.
Brief and the Challenge The goal of this project was to tell an engaging story through the cards using captivating imagery, thoughtful illustrations, and well-crafted typography layouts. This project is particularly special to me because it involved extensive research, creativity, and dedication. The biggest challenge was perfecting the card designs, which involved thorough referencing and multiple rounds of revisions. These efforts paid off, giving the cards a vibrant and refreshed look.
About House of Cards The House of Cards is a timeless and creative card game designed by Charles and Ray Eames in 1952. It reflects their philosophy of finding beauty in everyday objects while inspiring imaginative play. True to their vision, the game blends functionality with aesthetic appeal, with the cards celebrating familiar and nostalgic items—truly "the good stuff."Exploring and Gathering Insights I took the references of Shrimad Bhagvad Puran and Shiv Puran from which I got the whole background of the story.
Brainstorming Ideas The process began with selecting a topic that could provide fresh and unique concepts to the audience. Initial ideas included themes like the top 21 churches in the world or the top 21 animals in the Amazon rainforest. While brainstorming, I decided to focus on something lesser-known globally. This led to the concept of showcasing the Indian Hindu mythology story of Samudra Manthan.
Design Concept These cards depict a mythological event from Hindu scriptures called the Samudra Manthan. Gods formed an alliance with the demons to jointly churn the ocean for the nectar of immortality & other jewels, and to share it among themselves. This story symbolizes the eternal battle of good versus evil, the story signifies virtue's triumph with divine help.
Key Learnings The experience taught me valuable lessons in project management, overseeing the printing production of the cards, developing illustrations in my own style, incorporating feedback, and embracing constructive criticism as part of the process.
PSNPSNOverview Ray Eames said, "What works well is better than what looks good because what works well lasts." Inspired by this, we created House of Cards—a fun and meaningful game with 21 cards to build towers while sharing 21 unique insights. Brief and the Challenge The goal of this project was to tell an engaging story through the cards using captivating imagery, thoughtful illustrations, and well-crafted typography layouts. This project is particularly special to me because it involved extensive research, creativity, and dedication. The biggest challenge was perfecting the card designs, which involved thorough referencing and multiple rounds of revisions. These efforts paid off, giving the cards a vibrant and refreshed look.About House of Cards The House of Cards is a timeless and creative card game designed by Charles and Ray Eames in 1952. It reflects their philosophy of finding beauty in everyday objects while inspiring imaginative play. True to their vision, the game blends functionality with aesthetic appeal, with the cards celebrating familiar and nostalgic items—truly "the good stuff."Exploring and Gathering Insights I took the references of Shrimad Bhagvad Puran and Shiv Puran from which I got the whole background of the story.Brainstorming Ideas The process began with selecting a topic that could provide fresh and unique concepts to the audience. Initial ideas included themes like the top 21 churches in the world or the top 21 animals in the Amazon rainforest. While brainstorming, I decided to focus on something lesser-known globally. This led to the concept of showcasing the Indian Hindu mythology story of Samudra Manthan.Design Concept These cards depict a mythological event from Hindu scriptures called the Samudra Manthan. Gods formed an alliance with the demons to jointly churn the ocean for the nectar of immortality & other jewels, and to share it among themselves. This story symbolizes the eternal battle of good versus evil, the story signifies virtue's triumph with divine help.Key Learnings The experience taught me valuable lessons in project management, overseeing the printing production of the cards, developing illustrations in my own style, incorporating feedback, and embracing constructive criticism as part of the process.