SCHOOL OF CHAOS
PERSONAL GAME CONCEPT
GAME DESIGNER
MAKE TROUBLE. MASTER THE CHAOS.
2-5
PLAYERS
60
MINUTES
10+
AGES
01
THE GAME
In SCHOOL OF CHAOS, players take on the role of mischievous students competing to become the school’s ultimate troublemaker.
Through a strategic planning, players must gather the right materials, create increasingly elaborate pranks, and unleash chaos throughout the school.
But causing trouble takes more than creativity. With limited time, watchful supervisors, and rival students ready to interfere, every decision matters.
CREATIVITY
Experiment with different resources, discover unexpected combinations, and invent increasingly elaborate pranks to cause trouble.
STRATEGY
Every minute and every resource counts. Plan your moves carefully, adapt to changing opportunities, and decide when to prepare, take risks, or unleash your next big catastrophe.
COMPETITION
Compete against rival students to become the school’s ultimate troublemaker. Anticipate their strategies, interfere with their plans, and seize every opportunity to gain the upper hand.
CHAOS
Transform an ordinary school day into a whirlwind of spectacular pranks and unexpected disasters. As trouble spreads, players must embrace the mayhem and adapt to the consequences of their actions.
02
GAMEPLAY & MECHANICS
At the heart of SCHOOL OF CHAOS lies a strategic gameplay loop combining resource drafting, crafting, and competitive mischief.
Players must carefully select their resources, combine them to create pranks, and find the right opportunities to unleash chaos throughout the school. With limited time, unpredictable opponents, and watchful supervisors, every decision becomes a balance between preparation, risk, and reward.
RESOURCE DRAFTING
Draft resources to build your inventory and prepare future pranks. Choose carefully, anticipate your opponents’ needs, and adapt your strategy to the materials available.
PRANK
CRAFTING
Combine resources to craft small pranks or major catastrophes. Each creation requires preparation, encouraging players to manage their materials and decide which opportunities are worth pursuing.
CHAOS & REPUTATION
Execute your pranks throughout the school to compete for the highest score. Balance quick opportunities against more ambitious catastrophes that require greater preparation.
03
BOARD &
LEVEL DESIGN
The school is more
than a setting: it
is a strategic playground
where every room,
connection, and shortcut
influences the players’
decisions.
Designed around a
time-based movement
system, the board
encourages players to plan
their routes, manage their
limited time, and adapt
to supervisors.
Each classroom offers
different opportunities,
turning the school’s
layout into a central
element of the gameplay
experience.
A. ROOM SPECIALIZATION
Each room offers unique interactions and opportunities, encouraging players to explore the school with a purpose. From collecting specific resources to discovering new ways to cause trouble, every location plays a distinct role in the players’ strategy.
B. TIME PRESSURE
An eight-segment timeline shapes every decision. Players have five minutes of recess before entering three minutes of lateness, forcing them to carefully balance movement, preparation, and risk as time runs out.
C. STRATEGIC NAVIGATION
Room connections, shortcuts, and supervisor positions influence every route. Moving between adjacent rooms costs one minute, making careful planning essential to reach the right destination without wasting precious time.
D. CATASTROPHE & RESOURCES
Each room features its own opportunities for mischief, with resource icons indicating the combinations required to trigger catastrophes. Players must gather the necessary materials and choose where to unleash their pranks, turning each location into a strategic objective.
04
MISSIONS &
RESPONSIBILITIES
As the creator and Game Designer of SCHOOL OF CHAOS, I was responsible for developing the experience from its initial concept to its core gameplay systems. My goal was to create an accessible yet strategic board game where creativity, competition, and unpredictable situations encourage players to experiment and outsmart their opponents.
My work covered the design of resource management, prank crafting, catastrophe requirements, and reputation systems, alongside the school’s board layout and time-based navigation mechanics. Each system was designed to create meaningful decisions, balance risk and reward, and turn every school day into a unique experience of controlled chaos.
Developed the original board game concept, defining its mischievous school setting, competitive experience, and core design pillars.
Designed the resource management, prank crafting, catastrophe requirements, and reputation systems, balancing creative freedom with strategic decision-making.
Structured the school into distinct playable locations, defining room interactions, movement costs, shortcuts, and supervisor constraints to create meaningful navigation choices.
Designed the time-based gameplay structure, using recess, lateness, and escalating risks to create tension and encourage players to adapt their strategies.
Developed the board and gameplay prototypes to explore the interactions between resources, locations, time management, and player competition.
05
SCHOOL'S OUT. CHAOS IS JUST BEGINNING.
From playful ideas to strategic experiences, every game starts with a little imagination and a lot of experimentation.