Fragrance

Rumble Tumble

1st place winner in Physical Board Games in Global Game Jam, a 48 hour game design challenge: Theme "home"

Balance the madness, one block at a time.

A physical board game with playing cards.

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Project Type

Game Design

Duration

48 Hours, Winter 2019

Tools

Physical materials, Figma

Team

7 SCAD Students

1st Place Winner

The Global Game Jam chapter at the Savannah College of Art and Design is an annual 48-hour event where students and professionals collaborate to create video games from scratch based on a global theme.

1st Place Winner

The Global Game Jam chapter at the Savannah College of Art and Design is an annual 48-hour event where students and professionals collaborate to create video games from scratch based on a global theme.

All materials shown here were created in a 48 hours.

Seriously- no "post competition" updates have been made to any artifacts shown here!

All materials shown here were created in a 48 hours.

Seriously- no "post competition" updates have been made to any artifacts shown here!

Design Digest

Design Digest

As a UX designer and visual card designer for Rumble Tumble, I assisted in the design of the game’s interaction flow and card system leading the overall visual identity. My focus was on crafting a playful yet intuitive user experience that balanced strategic decision-making with physical dexterity and chaos. I created the visual system for the deck of cards—including layout, iconography, and accessibility-informed design choices—to ensure players could easily distinguish actions, interpret rules, and stay immersed in the fast-paced gameplay. I also contributed to designing the rulebook, co-developing onboarding instructions and turn mechanics that kept gameplay smooth, social, and accessible for all player types.

Introducing Rumble Tumble
Stack, Strategize, and Survive the Rumble

Rumble Tumble is a competitive, Jenga-like stacking game where players race to stack all their bricks or reach a target height. Each turn involves adding bricks while the game base unpredictably shakes with varying intensity, adding chaotic fun and challenge. Players manage a hand of cards that include bricks and actions, making strategic choices under playful pressure. The game blends physical skill with card-based tactics, creating an engaging social experience centered on fun, unpredictability, and friendly competition.

Stack, Strategize, and Survive the Rumble

Rumble Tumble is a competitive, Jenga-like stacking game where players race to stack all their bricks or reach a target height. Each turn involves adding bricks while the game base unpredictably shakes with varying intensity, adding chaotic fun and challenge. Players manage a hand of cards that include bricks and actions, making strategic choices under playful pressure. The game blends physical skill with card-based tactics, creating an engaging social experience centered on fun, unpredictability, and friendly competition.

Stack, Strategize, and Survive the Rumble

Rumble Tumble is a competitive, Jenga-like stacking game where players race to stack all their bricks or reach a target height. Each turn involves adding bricks while the game base unpredictably shakes with varying intensity, adding chaotic fun and challenge. Players manage a hand of cards that include bricks and actions, making strategic choices under playful pressure. The game blends physical skill with card-based tactics, creating an engaging social experience centered on fun, unpredictability, and friendly competition.

Click to view the vision video

Discover

Discover

Our team, made of avid table top gamers, began by researching popular stacking games like Jenga and exploring how randomness and physical interaction influence player engagement and excitement. Our experience from casual game nights highlighted that adding unpredictable physical elements increases replayability and social energy. We also investigated card mechanics that encourage tactical play, aiming to balance chaos with strategy. Accessibility and clear communication of rules were key focuses from the start to ensure the game was approachable for diverse players.

Global Game Jam Competition Theme

"Feelings of home"

Global Game Jam Competition Theme

"Feelings of home"

Global Game Jam Competition Theme

"Feelings of home"

Diversifiers & Challenge Criteria

Additional challenges outlined by the local SCAD Global Game Jam chapter:

Diversifiers & Challenge Criteria

Additional challenges outlined by the local SCAD Global Game Jam chapter:

Diversifiers & Challenge Criteria

Additional challenges outlined by the local SCAD Global Game Jam chapter:

  1. Forgive and Fortify (Sponsored by iThrive Games)

    • Challenge: Design a game mechanic or moment that reinforces emotional resilience, self-compassion, or the idea of "bouncing back" after failure.

    • Goal: Encourage players to reflect on or practice forgiveness (of self or others) and emotional strength.

  1. Puzzle Design Challenge (Sponsored by Red Bull Mind Gamers and The Tetris Company®)

    • Challenge: Integrate puzzle mechanics into your game that require creative problem-solving, spatial logic, or mental dexterity.

    • Goal: Create engaging gameplay that stimulates the brain—think clever patterns, strategic movement, or satisfying 'a-ha!' moments.

  1. Thomas Wasn’t Alone

    • Challenge: Inspired by the indie game Thomas Was Alone, this prompt encourages you to assign personality, emotion, or story to abstract shapes or minimalist characters.

    • Goal: Show that simple forms can express deep narrative or emotional meaning through thoughtful design and mechanics.

  1. Mixed Media

    • Challenge: Incorporate unconventional materials or mediums—like clay, cardboard, textiles, found objects, or physical interaction—into your game’s design.

    • Goal: Think beyond digital-only gameplay. Blend analog and digital elements or explore tactile and visual creativity in new ways.

Define

Define

Our core challenge was designing a game that combined physical dexterity with strategic card play while maintaining a fun, chaotic, and inclusive atmosphere. We needed to create clear, intuitive mechanics and visual elements that allowed players to quickly understand the rules, manage their cards, and adapt to unpredictable base movements. The game had to encourage social interaction and competition without feeling overly complex or frustrating.

Competitor Analysis

With a limited time table, we took a quick look at some big names in games:

Competitor Analysis

With a limited time table, we took a quick look at some big names in games:

Competitor Analysis

With a limited time table, we took a quick look at some big names in games:

Jenga

Jenga

Jenga

Type: Physical dexterity stacking game
Target Audience: Families, casual gamers, party-goers (ages 6+)


Strengths:

  • Universally recognizable and intuitive gameplay

  • Highly tactile and engaging

  • Builds tension and suspense with each move

  • Simple rules make it extremely accessible


Weaknesses:

  • Limited variety—no action cards or mechanics beyond block-pulling

  • Solo gameplay lacks strategic interaction

  • Repetitive over time; low replay variability

Uno

Uno

Uno

Type: Turn-based card game
Target Audience: Families, kids, teens, casual gamers (ages 7+)


Strengths:

  • Fast-paced and competitive with simple learning curve

  • Colorful design, easy to understand for all ages

  • Strategic card play with take-that mechanics

  • Travel-friendly, compact


Weaknesses:

  • Minimal physical or tactile engagement

  • Can become chaotic or frustrating with too many players

  • Game balance can suffer from overly random draws

Tetris

Tetris

Tetris

Type: Solo digital puzzle game
Target Audience: Casual gamers, puzzle lovers, all ages (6+)


Strengths:

  • Instantly recognizable and globally beloved gameplay

  • Simple to learn, hard to master – strong replayability

  • Encourages spatial reasoning and quick decision-making

  • Minimalist design appeals across cultures and platforms

  • Accessible on nearly every device – phones, consoles, computers


Weaknesses:

  • Primarily solo play, minimal social or group interaction

  • Lacks tactile, physical engagement or sensory satisfaction

  • Limited narrative or thematic depth

  • Can feel repetitive over time without significant variation

Vision Statement

Rumble Tumble stands out by combining the tactile thrill of Jenga with the social strategy of Uno, layering in chaotic, unpredictable elements like a shaking base and action cards. It fills a unique space in the market as a hybrid dexterity-card game that blends competition, cooperation, and storytelling—ideal for game nights looking for a twist on the classics.

Vision Statement

Rumble Tumble stands out by combining the tactile thrill of Jenga with the social strategy of Uno, layering in chaotic, unpredictable elements like a shaking base and action cards. It fills a unique space in the market as a hybrid dexterity-card game that blends competition, cooperation, and storytelling—ideal for game nights looking for a twist on the classics.

Vision Statement

Rumble Tumble stands out by combining the tactile thrill of Jenga with the social strategy of Uno, layering in chaotic, unpredictable elements like a shaking base and action cards. It fills a unique space in the market as a hybrid dexterity-card game that blends competition, cooperation, and storytelling—ideal for game nights looking for a twist on the classics.

Design

Design

I assisted in the design of the game to ensure smooth gameplay: from card dealing and turn order to how players interact with the shaking base. Visually, I designed the cards to clearly differentiate brick and action cards, using a clean layout and thematic illustrations that captured the playful yet tumultuous spirit of the game. I also designed the rulebook. We then did extensive playtesting which informed iterative adjustments for clarity, pacing, and balancing the shaking mechanic’s impact.

The Rules

The Rumble Tumble rulebook was crafted through an iterative, user-centered process. We wrote and structured the rules to be both easy to follow and visually engaging, carefully balancing clarity with personality to reflect the playful chaos of the game.

The Rules

The Rumble Tumble rulebook was crafted through an iterative, user-centered process. We wrote and structured the rules to be both easy to follow and visually engaging, carefully balancing clarity with personality to reflect the playful chaos of the game.

The Rules

The Rumble Tumble rulebook was crafted through an iterative, user-centered process. We wrote and structured the rules to be both easy to follow and visually engaging, carefully balancing clarity with personality to reflect the playful chaos of the game.

The Board

The board was designed to be the literal and metaphorical foundation of the game’s central tension. Using physical computing and rapid prototyping, we engineered a custom mechanism underneath the platform that holds a weighted, motorized component triggered by a pressable button. This creates the signature “rumble” effect—an unpredictable shake that challenges each player's tower during their turn. Wiring and prototyping involved careful balance testing and power calibration to make sure each shake felt surprising but fair. The result is a dynamic, suspenseful mechanic that keeps every round fresh and competitive.

The Board

The board was designed to be the literal and metaphorical foundation of the game’s central tension. Using physical computing and rapid prototyping, we engineered a custom mechanism underneath the platform that holds a weighted, motorized component triggered by a pressable button. This creates the signature “rumble” effect—an unpredictable shake that challenges each player's tower during their turn. Wiring and prototyping involved careful balance testing and power calibration to make sure each shake felt surprising but fair. The result is a dynamic, suspenseful mechanic that keeps every round fresh and competitive.

The Board

The board was designed to be the literal and metaphorical foundation of the game’s central tension. Using physical computing and rapid prototyping, we engineered a custom mechanism underneath the platform that holds a weighted, motorized component triggered by a pressable button. This creates the signature “rumble” effect—an unpredictable shake that challenges each player's tower during their turn. Wiring and prototyping involved careful balance testing and power calibration to make sure each shake felt surprising but fair. The result is a dynamic, suspenseful mechanic that keeps every round fresh and competitive.

The Blocks

The game’s stackable blocks were hand-built from wooden dowel rods. We cut the dowel into uniform segments, then wood-glued and sanded each piece individually to ensure a smooth, consistent feel and fit. The size and shape were carefully chosen to balance stability with stacking challenge. These handcrafted blocks not only give the game a tactile authenticity but also subtly reflect the theme of “building a home”—each block carrying a bit of human touch and imperfection.

The Blocks

The game’s stackable blocks were hand-built from wooden dowel rods. We cut the dowel into uniform segments, then wood-glued and sanded each piece individually to ensure a smooth, consistent feel and fit. The size and shape were carefully chosen to balance stability with stacking challenge. These handcrafted blocks not only give the game a tactile authenticity but also subtly reflect the theme of “building a home”—each block carrying a bit of human touch and imperfection.

The Blocks

The game’s stackable blocks were hand-built from wooden dowel rods. We cut the dowel into uniform segments, then wood-glued and sanded each piece individually to ensure a smooth, consistent feel and fit. The size and shape were carefully chosen to balance stability with stacking challenge. These handcrafted blocks not only give the game a tactile authenticity but also subtly reflect the theme of “building a home”—each block carrying a bit of human touch and imperfection.

First we glued and sanded the block pieces together:

Then we painted and polished:

With the board's technical components confined to one side, we were able to fit all of the blocks in the base!

The Cards

I personally designed the full deck of action and brick cards, combining my UX design expertise with playful illustration and accessible typography. Every card was created to be easily understood at a glance, color-coded for quick decision-making, and infused with humor and chaos to enhance the game’s energy. After finalizing the digital designs, we printed, cut, and sleeved each card to standard playing card dimensions. The visual system supports both usability and fun, inviting players of all backgrounds to dive in without needing to decode complex mechanics.

The Cards

I personally designed the full deck of action and brick cards, combining my UX design expertise with playful illustration and accessible typography. Every card was created to be easily understood at a glance, color-coded for quick decision-making, and infused with humor and chaos to enhance the game’s energy. After finalizing the digital designs, we printed, cut, and sleeved each card to standard playing card dimensions. The visual system supports both usability and fun, inviting players of all backgrounds to dive in without needing to decode complex mechanics.

The Cards

I personally designed the full deck of action and brick cards, combining my UX design expertise with playful illustration and accessible typography. Every card was created to be easily understood at a glance, color-coded for quick decision-making, and infused with humor and chaos to enhance the game’s energy. After finalizing the digital designs, we printed, cut, and sleeved each card to standard playing card dimensions. The visual system supports both usability and fun, inviting players of all backgrounds to dive in without needing to decode complex mechanics.

User Testing

Even within the tight 48-hour window, we made time to validate our gameplay through quick testing with fellow students. We gathered immediate feedback on usability and rulebook clarity. These rapid insights helped us refine the language and improve the gameplay experience.

User Testing

Even within the tight 48-hour window, we made time to validate our gameplay through quick testing with fellow students. We gathered immediate feedback on usability and rulebook clarity. These rapid insights helped us refine the language and improve the gameplay experience.

User Testing

Even within the tight 48-hour window, we made time to validate our gameplay through quick testing with fellow students. We gathered immediate feedback on usability and rulebook clarity. These rapid insights helped us refine the language and improve the gameplay experience.

Deliver

Deliver

The final deliverables included a complete set of visually designed cards, a rulebook with easy-to-follow instructions, and a physical prototype of the shaking base mechanism. The game’s UX and visual design elements were packaged cohesively to support quick onboarding and maintain engagement throughout play. We also developed guidance for players on managing their cards and handling turns efficiently, ensuring the chaotic base shaking complemented rather than disrupted gameplay.


After just 48 hours, we submitted our materials and presented to a panel of judges which crowned us the first place winner of SCAD's Global Game Jam chapter!

The team on stage after winning first place!

Rumble Tumble — The Jenga-Crazy, Card-Flipping, Chaos-Building Game of Home!

Stack, sabotage, and survive the shake! In Rumble Tumble, players race to build the tallest tower using action-packed cards and a stack of blocks on a base that might rumble at any moment. With every turn, the floor might quake—so build fast, play smart, and embrace the mayhem.

Rumble Tumble — The Jenga-Crazy, Card-Flipping, Chaos-Building Game of Home!

Stack, sabotage, and survive the shake! In Rumble Tumble, players race to build the tallest tower using action-packed cards and a stack of blocks on a base that might rumble at any moment. With every turn, the floor might quake—so build fast, play smart, and embrace the mayhem.

Rumble Tumble — The Jenga-Crazy, Card-Flipping, Chaos-Building Game of Home!

Stack, sabotage, and survive the shake! In Rumble Tumble, players race to build the tallest tower using action-packed cards and a stack of blocks on a base that might rumble at any moment. With every turn, the floor might quake—so build fast, play smart, and embrace the mayhem.

Objective

Be the first player to stack all your blocks—or reach the tallest stable tower—on a base that might rumble at any moment!

Objective

Be the first player to stack all your blocks—or reach the tallest stable tower—on a base that might rumble at any moment!

Objective

Be the first player to stack all your blocks—or reach the tallest stable tower—on a base that might rumble at any moment!

The Board

The Board

The Board

The heart of the chaos.

The board serves as the unpredictable foundation for Rumble Tumble. Equipped with a triggered base, it introduces a wild card of its own—vibrations each turn that challenge your balance and strategy. As the tension rises with turn, players must adapt to instability, making every decision a balance between caution and boldness.

The heart of the chaos.

The board serves as the unpredictable foundation for Rumble Tumble. Equipped with a triggered base, it introduces a wild card of its own—vibrations each turn that challenge your balance and strategy. As the tension rises with turn, players must adapt to instability, making every decision a balance between caution and boldness.

The heart of the chaos.

The board serves as the unpredictable foundation for Rumble Tumble. Equipped with a triggered base, it introduces a wild card of its own—vibrations each turn that challenge your balance and strategy. As the tension rises with turn, players must adapt to instability, making every decision a balance between caution and boldness.

The Blocks

The Blocks

The Blocks

Stackable strategy with a shaky twist.

These colorful, tactile blocks are the core of each player’s physical progress. Designed for both aesthetic delight and functional variety, the blocks come in different shapes that impact stacking stability. Each placement tests players’ hand-eye coordination and risk tolerance, especially when the board begins to rumble unexpectedly.

Stackable strategy with a shaky twist.

These colorful, tactile blocks are the core of each player’s physical progress. Designed for both aesthetic delight and functional variety, the blocks come in different shapes that impact stacking stability. Each placement tests players’ hand-eye coordination and risk tolerance, especially when the board begins to rumble unexpectedly.

Stackable strategy with a shaky twist.

These colorful, tactile blocks are the core of each player’s physical progress. Designed for both aesthetic delight and functional variety, the blocks come in different shapes that impact stacking stability. Each placement tests players’ hand-eye coordination and risk tolerance, especially when the board begins to rumble unexpectedly.

The Cards

The Cards

The Cards

Your deck of delight—and sabotage.

The cards are where strategy, mischief, and unpredictability shine. Featuring playful illustrations and easy-to-read icons, each card introduces actions that can help you or hinder your opponents—like swapping blocks, skipping turns, or adding surprise challenges. As the visual designer, I ensured every card was legible, fun, and colorblind-friendly to support accessible and quick gameplay decisions.

Your deck of delight—and sabotage.

The cards are where strategy, mischief, and unpredictability shine. Featuring playful illustrations and easy-to-read icons, each card introduces actions that can help you or hinder your opponents—like swapping blocks, skipping turns, or adding surprise challenges. As the visual designer, I ensured every card was legible, fun, and colorblind-friendly to support accessible and quick gameplay decisions.

Your deck of delight—and sabotage.

The cards are where strategy, mischief, and unpredictability shine. Featuring playful illustrations and easy-to-read icons, each card introduces actions that can help you or hinder your opponents—like swapping blocks, skipping turns, or adding surprise challenges. As the visual designer, I ensured every card was legible, fun, and colorblind-friendly to support accessible and quick gameplay decisions.

The Rulebook

The Rulebook

The Rulebook

Your friendly guide through the chaos.

The rulebook distills the energy of Rumble Tumble into clear, concise, and visually engaging instructions. Designed with approachability in mind, the layout supports different learning styles—whether you're a quick-scan reader or a detail digester. I contributed to simplifying the visuals and structure to keep players focused on fun, not frustration.

Your friendly guide through the chaos.

The rulebook distills the energy of Rumble Tumble into clear, concise, and visually engaging instructions. Designed with approachability in mind, the layout supports different learning styles—whether you're a quick-scan reader or a detail digester. I contributed to simplifying the visuals and structure to keep players focused on fun, not frustration.

Your friendly guide through the chaos.

The rulebook distills the energy of Rumble Tumble into clear, concise, and visually engaging instructions. Designed with approachability in mind, the layout supports different learning styles—whether you're a quick-scan reader or a detail digester. I contributed to simplifying the visuals and structure to keep players focused on fun, not frustration.

Debrief

Debrief

Post-launch, playtesting and user feedback emphasized how the unpredictable shaking elevated excitement and camaraderie, fulfilling our goal of blending chaos with friendly competition. We had a lot of fun playing! Other players appreciated the clear visual cues and structured turn flow, which helped balance the game’s physical and tactical elements.


The project reinforced the importance of iterative UX design and visual clarity in complex, multi-faceted games, as well as the value of combining physical interaction with strategic gameplay to create memorable social experiences.

Bonus material: Block Force Trauma

This project was so successful, we couldn't help but iterate on it. Check out Rumble Tumble 2.0, Block Force Trauma!

Bonus material: Block Force Trauma

This project was so successful, we couldn't help but iterate on it. Check out Rumble Tumble 2.0, Block Force Trauma!

Man Wearing Sunglasses
Say Hello!

Let’s connect—whether you’re curious about collaborating, have questions, or just want to chat design.

linkedin.com/in/angelamartin98/

angelaLmartin98@gmail.com

book on ADPList.org

Open to:

New mentees: One-time or reoccurring

New projects

Consultations

Speaking opportunities

Angela Martin

• UX Designer

• Accessibility Advocate

• Creative Career Mentor

Man Wearing Sunglasses
Say Hello!

Let’s connect—whether you’re curious about collaborating, have questions, or just want to chat design.

linkedin.com/in/angelamartin98/

angelaLmartin98@gmail.com

book on ADPList.org

Open to:

New mentees: One-time or reoccurring

New projects

Consultations

Speaking opportunities

Angela Martin

• UX Designer

• Accessibility Advocate

• Creative Career Mentor

Man Wearing Sunglasses
Say Hello!

Let’s connect—whether you’re curious about collaborating, have questions, or just want to chat design.

linkedin.com/in/angelamartin98/

angelaLmartin98@gmail.com

book on ADPList.org

Open to:

New mentees: One-time or reoccurring

New projects

Consultations

Speaking opportunities

Angela Martin

• UX Designer

• Accessibility Advocate

• Creative Career Mentor