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Visual Information Portfolio

A rule you have to read twice is a rule that stops the table. Most of what I’ve designed for 20 Below, a tabletop RPG I’ve produced since 2021, is an attempt to get a rule off the page and into someone’s head in one look. That includes print-ready reference sheets, diagrams built into the rulebook, and maps of systems that were never drawn before. It also includes one set of public-safety material redrawn under four other brand standards, from a federal agency to a community clinic, and a short reel of logo animation.

Reference Sheets

Twenty-five sheets, one topic each, all built on the same template: the same header lockup, numbered sections read top to bottom, and the five Element colors meaning the same thing on every page they appear. Once you’ve learned to read one sheet, you can read all of them. Each is letter-size and rendered at 600 dpi, so it works as a printed handout at the table and as a screen reference.

How 20 Below Works infographic: seven numbered steps from the world presenting a problem to the story continuing
How 20 Below Works
The whole game in seven steps, for someone who has never played it.
Core Roll cheat sheet: target number, roll under, criticals, advantage and disadvantage, training tiers, Fate Tokens
Core Roll
The one mechanic everything else hangs on, and every modifier to it.
Character Creation infographic: fifteen numbered steps grouped into stages
Character Creation
Fifteen steps as one path, grouped so the stages are visible.
Difficulty Chart: target number is Attribute plus Difficulty, roll 2d10 equal or under; an eleven-rung ladder from Nearly Impossible to Trivial, color graded, with three examples per rung
Difficulty Chart
Eleven rungs, color graded, three concrete examples on each.
Elements and Sub-Stats: what each of the ten sub-stats does, one band per Element, and the nine figured characteristics
Elements and Sub-Stats
Five Elements, ten sub-stats, and the numbers they work out to.
Skills: the five training tiers with their roll, Social dice, creation points and XP; the Everyman Skills; and the weapon Categories each tier unlocks
Skills
Training tiers, their costs, and the weapons each tier lets you use.
Elements by Skills matrix: the five Elements as rows against Skills as columns, with an example in each cell
Elements × Skills
A matrix showing that the same Skill reads differently through each Element.
The Fate Triangle: Nature, Fate Tokens and Ki shown as three connected points
The Fate Triangle
How Nature, Fate Tokens and Ki connect to each other, on one page.
Kotodama: pricing a claim from Magnitude, Range, Plausibility and Duration, with the chapter's worked claims from 1 to 7 Tokens
Kotodama
A Fate Token claim priced from four parts, with worked examples.
Boons and Flaws: Boon tiers and costs, how Flaws pay and are shed, and every way to earn a Fate Token
Boons and Flaws
What they cost, what they pay back, and where Fate Tokens come from.
Ki cheat sheet: what Ki is, its three jobs, Gifts, getting it back, and raising the pool
Ki
One pool with three jobs, and what each one costs.
The Round: initiative, declaring a Fast, Normal or Slow bracket, resolving in order, special actions
The Round
Combat turn order as a sequence you can follow with a finger.
Actions: the empowered actions a Slow round buys, the special actions tied to a band, and the combat actions, each with its band or cost
Actions
Every action in the game, with the band or cost each one needs.
Taking Damage: to hit, the three walls, every die resolved on its own, spending Ki, criticals
Taking Damage
Hit, then every die on its own, with a worked example of the roll.
The Vitals: Health, Poise and Sanity tracks, what waits at each end, crossing zero, getting it back
The Vitals
Three tracks that work the same way, shown side by side so the pattern is visible.
Range and Movement: four range bands, movement rates, what slows you, weapons and bands, scale
Range & Movement
Four bands and three speeds, with the actual distances.
Getting Around: leaving Melee and moving past people, full and partial cover, terrain costs and footing, and climbing, jumping and swimming with their Difficulties
Getting Around
Moving through a place: cover, bad ground, walls and water.
Chases and Travel: the four steps of a chase round, losing a pursuer, what a flat-out run costs, and overland pace and distance
Chases and Travel
A chase as four steps, and travel as pace, hours and distance.
The Resources Ladder: five levels from one person in one place to national reach
Resources Ladder
An abstract number made concrete: what each level actually gets you.
Advancement: the five ways to earn XP each session, every XP price with its step-by-step ladder, what a session of XP buys on the calendar, and what an Attribute past ten gives
Advancement
XP in, XP out: every price, and how long each purchase takes.
Status Effects reference: effects from a roll and effects from a vital at zero, each with its rule
Status Effects
Every condition on one page, sorted by where it comes from.
Building an Encounter: creature Threat and the party Budget, the five bands from Trivial to Overwhelming, Attack by Role, and the bounds for building a creature
Building an Encounter
For the GM: whether a fight is a bad afternoon or a funeral, worked out before anyone sits down.
Variant Templates: what Dire, Giant and Mutated add to each of eight stats, the rules a template never breaks, and the twelve Mutation Traits numbered for a d12
Variant Templates
For the GM: a tougher, bigger or stranger version of any beast, without doing the maths at the table.
Building a Creature: the five roles with their Attack, Ferocity, Psyche and Presence, the fight numbers in order, a Potence strip by body mass, Initiative, Stamina, Athletics and Mental Defense, and the Guard Dog worked through
Building a Creature
For the GM: every number on a creature card, where it comes from, and one card worked through.
Materials: how items and cover break against Hardness, and a table of twenty-one materials from paper to a modern vault with Hardness, Health Levels and examples
Materials
For the GM: how hard a thing is, how long it lasts, and whether it gets a roll at all.

One Message, Four Brand Standards

Everything else on this page is in 20 Below’s own style. This is the other half of the job: working inside someone else’s brand standard. One topic, hurricane-season preparedness, is drawn as three pieces: a data chart, a process timeline and a checklist. Each piece is then redrawn for four owners: a federal agency on the U.S. Web Design System, a company on IBM’s Carbon Design System, my film studio Savage Light Studios, and a community clinic in a plain-language health style. The facts never change between versions; they come from the National Hurricane Center and Ready.gov. What changes is the type, the color, the structure and the voice. The agency, company and clinic are fictional, so no real organization’s identity is borrowed. How it was built is in the case study, Four Owners, One Storm.

The data chart: hurricane wind categories

The same six wind-speed ranges and the same National Hurricane Center damage wording in every version. Each chart is a floating range bar on one axis, with the bar colors stepped through that brand’s own ramp, and every step checked to 3:1 contrast against its page.

The process: watch, warning, evacuate

Four stages with the same NHC timing: a watch about 48 hours before tropical-storm-force winds, a warning about 36 hours before. The structure changes with the reader: a numbered process list for the public, progress tiles and an owner list for site leads, a stripboard for a film crew, and four large step cards for patients.

The checklist: an emergency kit

Ready.gov’s basic kit in every version, plus one group that belongs to the reader: pets and family for the public, remote work for employees, the production’s paperwork and drives for a crew, and medicines and medical devices for patients, placed first.

In print: a poster, a brochure and a briefing deck

The same facts, carried into the formats each owner would actually publish: a public poster for the agency, a folded patient brochure for the clinic and a briefing deck for the company. Each is a print-size PDF with tagged structure, a document language and a title, so screen readers can follow it.

An 18 by 24 inch poster for a fictional emergency agency: a navy header reading Hurricane season is here, three blue panels for know your zone, make a plan and build a kit, four numbered alert stages, and the wind-category chart with two alerts
Federal poster, 18 × 24 in
A public poster: three calls to action, the four alert stages and the wind chart, sized to read across a room. U.S. Web Design System.
Print-ready PDF
Both sides of a letter tri-fold brochure for a fictional clinic: outside with a teal cover reading Your storm plan, an about panel with after-the-storm steps and a flap with important-number lines; inside with four step cards, a storm-kit checklist and the wind chart
Clinic tri-fold, two sides
A patient brochure that folds to a cover: health needs first, step cards, a kit checklist, fill-in numbers and after-the-storm steps. Plain-language health style.
Print-ready PDF
Six slides of a briefing deck for a fictional freight company: a dark title slide, three key numbers, the wind chart in a gray tile, four response stages with a progress line, a who-owns-what list, and three numbered tasks
Corporate briefing deck, 6 slides
A 16:9 briefing for site leads: the alert timings as big numbers, the wind chart, the four stages, owners, and three tasks before June 1. IBM Carbon Design System.
Print-ready PDF

Motion & Video

The same brand work, moving. These are logo reveals and brand animations I designed and animated in After Effects, from my own studio’s mark to other brands. Each opens on YouTube.

Design Data

The sheets are for the table. These came first. They’re the working diagrams the system was designed and built from: the probabilities, the order of operations, the numbers the apps had to agree with, drawn plainly enough to check. There are twenty-two of them, and they still sit in the rulebook where the prose stops working. Each one is a single SVG in the site’s own colors, with written alt text so the rule survives for readers who can’t see the picture.

1 · The exact odds
Two charts computed from every possible roll. Top: the chance of each total from 2 to 20. A normal 2d10 is a triangle peaking at 11; Advantage, 3d10 keeping the lowest two, peaks at 8, and Disadvantage, keeping the highest two, peaks at 14. Both are narrower than a normal roll and lean toward the middle, and all three peak at 10 percent. Bottom: the chance to succeed at each target number; at 11, Advantage succeeds 78.5 percent of the time, a normal roll 55, Disadvantage 29.
2 · The version in the book
The book's simplified version: three overlapping curves drawn as the same shape. A normal roll centres on 11, Advantage near 8.5 and Disadvantage near 13.5.
Advantage and Disadvantage as probability, computed from all 100 two-die and 1,000 three-die rolls, then simplified for the rulebook to the one idea a reader needs: an extra die slides the odds about two and a half points. In context →
Combat overview flow chart: Initiative is rolled once and holds for the whole fight. Then each round: Declare Action Bracket, then Act in Bracket Order, then Roll to Hit. A miss ends the attack. A hit rolls damage dice, each resolved individually against the defender's wall - a die at or below the wall is absorbed, a die above it connects and costs the defender one Health, Poise, or Sanity Level.
All of combat as one decision tree, with red for where it stops and green for where it keeps going. In context →
A lower Resource Index adds more to your target number, making the check easier. Resource Index 1 adds 9, Resource Index 6 adds only 4, the minimum any Resource Check can add.
An inverse relationship that trips people up in prose. As a bar chart it’s obvious: the lower the index, the higher the bar. In context →
Every Skill has a default Attribute/Element. A player can challenge that default and pair the Skill with a different Attribute instead, as long as the pairing is grounded in one of the character's own Descriptors.
A default and its alternatives. The solid arrow is the default pairing and the dashed ones are the pairings you have to argue for. In context →

From Source to Finished Piece

Same information, two jobs. The design data had to be right. The finished piece has to be read across a table, mid-fight, by someone who has never seen the rulebook. That means the same numbered panels, the same colors doing the same work as every other reference sheet, and the rule written out in full where the source only had to hint at it. Each one is chosen case by case as the book is prepared for print.

The Combat Flow

Source · design data
Combat overview flow chart: Initiative is rolled once and holds for the whole fight. Then each round: Declare Action Bracket, then Act in Bracket Order, then Roll to Hit. A miss ends the attack. A hit rolls damage dice, each resolved individually against the defender's wall - a die at or below the wall is absorbed, a die above it connects and costs the defender one Health, Poise, or Sanity Level.
The combat flow as the system was built from it: every step and branch, and nothing else. In context →
Finished · reference sheet
The Combat Flow reference sheet: six numbered neon panels running from Initiative, once, through declaring a Fast, Normal or Slow band, acting in band order, rolling to hit with red Miss and green Hit branches, and resolving each die against the wall, where a die at or under the wall is absorbed and a die over it costs one Level of Health, Poise or Sanity.
The same flow as a letter-size sheet at 600 dpi, built on the reference-sheet template, with the full to-hit rule and the three bands named.

Advantage & Disadvantage

This one took three steps, because the first honest answer wasn’t the clearest one. The exact odds, computed from every possible roll, come out as two charts and 114 values, and they’re true: Advantage and Disadvantage don’t just slide the curve, they narrow it and tip it to one side. But as a visual presentation, the full data set isn’t always clear to the average reader, and what a player needs from it is one idea: an extra die moves your odds about two and a half points. So the book’s version draws that idea and nothing else, keeping the centres exact and letting the shapes simplify. The finished sheet keeps those same simple curves, on purpose: visual information has to be easy to read first, and it doesn’t have to carry every decimal to be right about what matters. The exact numbers still come through where a player uses them, as the chance to succeed.

1 · The data
The exact odds: the chance of each total and the chance to succeed at each target number, for a normal roll, Advantage and Disadvantage.
Every total from 2 to 20 and the chance to succeed at every target, exact.
2 · The presentation
The book's simplified version: the same curve shape drawn three times, centred at 8.5, 11 and 13.5.
The one idea, drawn plainly: the centres, exact; the shapes, simplified. In context →
3 · The finished piece
The Advantage and Disadvantage reference sheet: three panels showing Advantage as 3d10 keep the lowest two, a normal 2d10, and Disadvantage as 3d10 keep the highest two; glowing bell curves centred at 8.5, 11 and 13.5; the chance to succeed at targets 8, 11 and 14 each way; and the rule for counting sources.
A letter-size reference sheet at 600 dpi: the same readable curves, the exact success chances, and how to count your sources.

The Resource Index

The design data answers one question: what does each Index add? That’s the rule, but it isn’t the decision a player is making. At the table the question is whether this ask, at this Level, is worth the roll. So the finished sheet keeps the bars, colors them from easy to hard, and adds the answer as a grid: the chance to succeed for every Level and Index, with the asks that reach past your means marked and the ones too far to try left blank. It also turned up the pattern the bars hide: asking at your own Level is always a 45% roll.

Source · design data
A lower Resource Index adds more to your target number, making the check easier. Resource Index 1 adds 9, Resource Index 6 adds only 4, the minimum any Resource Check can add.
What each Index adds to the target, and nothing else. In context →
Finished · reference sheet
The Resource Index reference sheet: the formula Level plus 10 minus Index; glowing bars from green to red showing Index 1 adding 9 down to Index 6 adding 4; and a grid of success chances for Levels 1 to 5 against Index 1 to 6, from 45 percent at your own Level up to 79 percent, with Reach cells where you'd go past your means and dashes where an ask is too far to try.
A letter-size sheet at 600 dpi: the rule, the bars, and the chance of every ask a player can make.

One Skill, Five Elements

The design data draws the rule as structure: one Skill, five Elements, a solid line to the default and dashed lines to the rest. That’s accurate, and it’s enough for someone building the system. A player needs the procedure. So the finished sheet keeps the fan, in each Element’s own color, and then walks one roll through it: start on the default, challenge it with a Descriptor you already have, and remember it only counts for this roll. The example uses the book’s own sample Descriptors, so a player can see the argument made before they have to make one. What each pairing actually looks like is left to the Elements × Skills sheet, so the two don’t repeat each other.

Source · design data
Every Skill has a default Attribute/Element. A player can challenge that default and pair the Skill with a different Attribute instead, as long as the pairing is grounded in one of the character's own Descriptors.
The rule as structure: the default, and the alternatives you have to argue for. In context →
Finished · reference sheet
The One Skill, Five Elements reference sheet: Intimidation fans out to Earth, Air, Fire, Water and Moira in their own colors, with a solid arrow to its default, Fire, and dashed lines to the rest; then three panels: start on the default, challenge it with a Descriptor, with the example of a Hulking character moving the roll to Earth, and one roll, not a ruling.
A letter-size sheet at 600 dpi: the fan, the three steps of a challenge, and a worked example.

Making an Attack

This one didn’t exist until an audit said it should. Planning a quick-reference pamphlet meant checking every rule a player looks up mid-session against the sheets already made, and one question had no answer anywhere: how many dice do I roll? Taking Damage starts after the dice are thrown. So the attack got the same two passes as everything else: first as design data, drawn plainly enough to check every branch against the rulebook, then as a finished sheet. The first pass also caught a contradiction in the book itself, one paragraph that swaps which wall social and mental dice meet, and the sheet follows the three places that agree.

Source · design data
Flow chart: your approach picks the Element, with Moira for social and mental attacks only; the target is that Element plus the defender's Defense, Physical 10 minus Atropos, Social 10 minus Psyche, Mental 10 minus Presence; roll 2d10, over the target misses and at or under hits; a hit's dice come from a weapon's Damage Rating, a Gift's Level plus half its sub-stat, which is the only source of mental dice, or the Training Tier for a social attack; each die then meets Soak, Presence or Psyche, costing Health, Poise or Sanity.
Every branch of an attack, drawn to be checked against the rules, not read at the table.
Finished · reference sheet
The Making an Attack reference sheet: the five Elements picked by approach, Moira for social and mental only; the target as your Element plus their Defense, with Physical, Social and Mental Defense as 10 minus Atropos, Psyche and Presence; a fistful of dice from a weapon's Damage Rating, a Gift's Level plus half its sub-stat, or a Training Tier from Untrained 1 to Master 6; and each die meeting Soak, Presence or Psyche.
A letter-size sheet at 600 dpi: approach, Defense, and where the dice come from, handing off to Taking Damage.

Using a Gift

The second gap from the audit. The design data had the core of it right: a Gift doesn’t add a stat, it reaches for three tools the game already has. What it didn’t show is how those tools behave over a session. The Gift Check rolls against your current Ki, not your maximum, so the same Gift that never misses in the morning starts failing by the evening. On the finished sheet that’s one row of numbers, 90% at 16 Ki down to 6% at 4. Around it are the rest of what a player reaches for: the five Levels, the attack dice formula with the book’s own worked example, and what Adders and Limiters do.

Source · design data
Using a Gift can call for a roll reusing an existing resolution type, a direct Ki cost, or a Gift Check against current Ki. Not every Gift uses all three.
The three tools a Gift can reach for, and the reminder that not every Gift uses all three. In context →
Finished · reference sheet
The Using a Gift reference sheet: five Levels climbed in order at 3 points each; three tools, a borrowed roll, a flat Ki cost and the Gift Check against current Ki, with its odds falling from 90 percent at 16 Ki to 6 percent at 4; attack dice as Level plus half the sub-stat, Ferocity, Presence or Psyche, with the Onslaught example of 7 dice; and Adders and Limiters.
A letter-size sheet at 600 dpi: Levels, the three tools and how the Gift Check wears down, attack dice, and Adders and Limiters.

Weapons & Armor

The third gap from the audit, and the one that changed the game while it was being drawn. The first pass put the damage ladder, range and armor on one page, and in doing so found that the book both capped weapons at 5 dice and listed a special weapon at 6. It now says “ordinary weapons,” and the ladder shows special weaponry above them in the NPC color, since that’s who carries it. The armor panel then grew. The game designers wanted called shots to reach more than the head, so armor went from two Zones to four: Center of Mass, Head, Arms and Legs. Every armor item was mapped to the Zones it covers, and the rules, the book, the character sheet and this sheet were all updated together.

Source · design data
Flow chart: a weapon's Damage rating is its number of d10, from fists at 1 to special weapons at 5 and up, and never grows; within Normal range there's no penalty, out to Long the attack has Disadvantage, beyond Long it can't be made; a hit's dice go to one of four Zones, Center of Mass for every normal attack, Head, Arms or Legs for a called shot as a Slow action; if that armor has Health Levels left each die meets its Hardness, at or under is deflected and over costs the armor one Level at most per attack; with no working armor each die meets the wearer's Soak.
Range, Zones and the armor check, drawn to be checked against the rules.
Finished · reference sheet
The Weapons and Armor reference sheet: a damage ladder from fists at 1 die to ordinary weapons at 5, shading from PC green to Ally gold, with special weaponry at 5 and up in NPC red; the three range bands; armor Hardness and Health Levels; and four Zones, Center of Mass for every normal attack and Head, Arms and Legs by called shot, one item per Zone.
A letter-size sheet at 600 dpi: the damage ladder, range, how armor holds, and the four Zones.

Hazards

The fourth gap. The book already had falling, fire, drowning and the cold the game is named after, but the rules file the apps read was still using older, bigger numbers. Drawing both side by side made the mismatch obvious. The sheet follows the book, which fits the 5-dice cap on ordinary weapons. Then came mining sources for the hazards the game didn’t have yet. The pattern that recurred most, a place or thing that slowly changes the people near it, became Corruption: a five-level track resisted by Klotho, where each level is harder to clear than the last. Venom joined it, as one standard rule for every poison. The same pass caught the Brown Recluse’s untested venom, which became its own case study.

Source · design data
Flow chart: a hazard has no attacker but uses the same dice. Dice hazards roll against Soak: falling 1 die per 4 meters to 5, a burning room 1 die per round, on fire 2 dice per round, a vehicle 3 dice at city speed and 5 at speed. With no air you last Stamina rounds, then lose 1 Health per round with no Soak. Cold and heat cost Exhausted levels at rates from 1 per hour to 1 per minute. Two hazards stay with you: venom and gas leave you Envenomed until a daily Water plus 8 roll succeeds or Antitoxin ends it, and Corruption climbs from Tell through Pull, Marked and Conduit to Claimed, each level with its own cure.
Five kinds of hazard, and what ends each one, drawn to be checked against the rules.
Finished · reference sheet
The Hazards reference sheet: falling, fire and vehicles against Soak; no air; six cold and heat rates, each written per hour, half hour or minute; venom and gas, ended by a daily Water plus 8 roll or by Antitoxin; and the five levels of Corruption, each with what clears it.
A letter-size sheet at 600 dpi: dice against Soak, no air, cold and heat, venom, and Corruption.

Time

The last gap. Every timing rule in the game was already written down, but spread across half a dozen chapters: bleeding per round, cold water per minute, Fate Tokens per scene, venom per day. The design data put them all on one ladder, and the ladder turned out to be missing a rung. Rests and weather both counted in hours, but Hour wasn’t one of the official Time Bands. It is now, along with Decade and Century, and the rules, the glossary and the book were updated to match. The finished sheet answers the two questions players actually ask: how long something lasts, and what comes back when they rest.

Source · design data
The Time Bands from Round to Century, each with what happens on it: bleeding and fire per round, cold water per minute, rests and weather per hour, Fate Token spends per scene, a Fate Token at sunrise and the venom roll per day, scars cleared over a month. Below them, a Short Rest and a Full Night's Rest compared for Health, Poise, Sanity, Ki and Exhausted, and sustained exertion: free for Stamina units, then a Water roll per extra unit, each failure costing an Exhausted level.
Every timing rule in the game on one ladder, drawn to be checked against the rules.
Finished · reference sheet
The Time reference sheet: the nine Time Bands from Round to Century; what happens on each band; a Short Rest and a Full Night's Rest side by side for Health, Poise, Sanity, Ki and Exhausted; and sustained exertion.
A letter-size sheet at 600 dpi: the bands, what happens on each, rests, and exertion.

Systems, Shown Whole

Case Study
Four Owners, One Storm
One set of hurricane-preparedness facts drawn as a chart, a timeline and a checklist, then redrawn for a federal agency, a company, a film crew and a clinic, with every bar color checked for contrast.
Case Study
No Workarounds
A course dressed in its app’s own U.S. Web Design System look, with the colors read from the app’s stylesheet at every build. Sixty-six screenshots captured by script with numbered callouts in the app’s navy and gold, then turned into Rise markers by finding each circle and reading its number. Edits shown as added and removed in words, never by color alone.
Case Study
Before Call Time
A brand measured from the studio’s live site, top-down set maps with one key across all of them, a hazard hunt that shows correct set-ups too, and three printable job aids in a print version of the brand.
Case Study
One File That Travels
One picture framed the same way in three tools: any shape in, a centred square out, shown from 96 pixels down to 34, with generated initials when there’s no picture.
Case Study
One Page, One Question
What the reference sheets are for: each built around one question asked in the middle of play, drawn from computed odds, and redrawn whenever the rules change.
Case Study
One Spider, Checked Three Ways
A rule redesigned in the open, with simulation charts showing how each version played out and the monster’s card before and after.
Brand System
20 Below Style Guide
Every color with its hex value and its job, the Element and role colors with the reasoning for each, and a typography section that says where each typeface is allowed to appear.
Asset Library
Divider Specimen Sheet
99 section dividers, 9 textures × 11 colors, shown as one grid so the library reads as a system.
Technical Diagram
The Tool Ecosystem
Every app and script in the project and what feeds each one, checked against the source code before it was drawn.
Legal, Made Legible
ORC License: Open vs. Reserved
A license page that used to be a wall of legal text, redrawn as a two-column map. It shows the one confusing part plainly: Gifts, Boons and Flaws are split down the middle.
Case Study
Making Two Invisible Systems Visible
How the specimen sheet and the ecosystem diagram got made, and the real bug that turned up along the way.