RUNEFORGE

RUNEFORGE

An Original Fantasy Board Game — Concept Ad for the OpenArt Ad Awards

Runeforge is a fictional tabletop fantasy game I designed for the OpenArt Ad Awards, imagininga dungeon-crawl board game crossed with enchanted chess. Its core hook: miniatures don't sitstill. When a card is played, the piece on the board "runeforges" — glowing, shifting stance,casting a spell effect — before settling back into stillness, exactly like magical chess brought to life.

An Original Fantasy Board Game — Concept Ad for the OpenArt Ad Awards

Runeforge is a fictional tabletop fantasy game I designed for the OpenArt Ad Awards, imagininga dungeon-crawl board game crossed with enchanted chess. Its core hook: miniatures don't sitstill. When a card is played, the piece on the board "runeforges" — glowing, shifting stance,casting a spell effect — before settling back into stillness, exactly like magical chess brought to life.

Competition:

OpenArt Ad Awards

Role:

AI generated images,

videos and audio

Date:

2026

An Original Fantasy Board Game — Concept Ad for the OpenArt Ad Awards

Runeforge is a fictional tabletop fantasy game I designed for the OpenArt Ad Awards, imagininga dungeon-crawl board game crossed with enchanted chess. Its core hook: miniatures don't sitstill. When a card is played, the piece on the board "runeforges" — glowing, shifting stance,casting a spell effect — before settling back into stillness, exactly like magical chess brought to life.

Competition:

OpenArt Ad Awards

Role:

AI generated images,

videos and audio

Date:

2026

The Fictional Product

The game targets kids aged roughly 9–12, sold on a single promise: "Every move is a spell."Rather than pitching rules or components, the ad sells the feeling of ordinary tabletop pieces suddenly animating mid-play. The product itself — box, dice, and painted miniatures — only appears briefly, grounding the fantasy in something a kid could actually unbox at home.

The Fictional Product

The game targets kids aged roughly 9–12, sold on a single promise: "Every move is a spell."Rather than pitching rules or components, the ad sells the feeling of ordinary tabletop pieces suddenly animating mid-play. The product itself — box, dice, and painted miniatures — only appears briefly, grounding the fantasy in something a kid could actually unbox at home.

Creative Direction

Visually everything to hand-painted oil texture over stylized 3D forms, bold graphic linework, and warm-rim/cool-shadow chiaroscuro lighting. Every character sheet, environment, and battle shot reused thissame style anchor, ensuring the ordinary world (bedroom, lamp light) and the fantasy world(ruined courtyard, moonlight) felt like one continuous visual language, not two mismatchedstyles stitched together.

Creative Direction

Visually everything to hand-painted oil texture over stylized 3D forms, bold graphic linework, and warm-rim/cool-shadow chiaroscuro lighting. Every character sheet, environment, and battle shot reused thissame style anchor, ensuring the ordinary world (bedroom, lamp light) and the fantasy world(ruined courtyard, moonlight) felt like one continuous visual language, not two mismatchedstyles stitched together.

Story

Three kids unbox a mysterious board game at dusk, and the moment a piece touches the board, they're pulled through a portal of light into the game's world itself. Landing in a ruined moonlit courtyard, they transform into their in-game heroes — knight, mage, and rogue — and face down a monstrous horde before uniting for a final rune-powered strike that destroys a towering devil-wolf boss.

Story

Three kids unbox a mysterious board game at dusk, and the moment a piece touches the board, they're pulled through a portal of light into the game's world itself. Landing in a ruined moonlit courtyard, they transform into their in-game heroes — knight, mage, and rogue — and face down a monstrous horde before uniting for a final rune-powered strike that destroys a towering devil-wolf boss.

Character Design 

I designed three heroes, each with a "regular kid" form and a transformed "hero" form: Corinthe Knight (steel armor, rune-etched sword), Sera the Mage (flowing robes, ember-crystal staff),and Finn the Rogue (leather armor, twin daggers). Each got a full reference sheet — front/backviews, costume insets, weapon close-ups — so their designs stayed consistent across every latershot, from bedroom floor to battlefield.

Character Design 

designed three heroes, each with a "regular kid" form and a transformed "hero" form: Corinthe Knight (steel armor, rune-etched sword), Sera the Mage (flowing robes, ember-crystal staff),and Finn the Rogue (leather armor, twin daggers). Each got a full reference sheet — front/backviews, costume insets, weapon close-ups — so their designs stayed consistent across every latershot, from bedroom floor to battlefield.

Character Design 

I designed three heroes, each with a "regular kid" form and a transformed "hero" form: Corinthe Knight (steel armor, rune-etched sword), Sera the Mage (flowing robes, ember-crystal staff),and Finn the Rogue (leather armor, twin daggers). Each got a full reference sheet — front/backviews, costume insets, weapon close-ups — so their designs stayed consistent across every latershot, from bedroom floor to battlefield.

Design Process

Every clip was built shot-by-shot with precise timing (down to single seconds), specifying camera type — FPV push, low-angle crane, slow orbit — for each beat, paired with grounded environmental sound only: dice clatter, crackling rune energy, distant crickets, roaring wind. No dialogue and no score were used anywhere; the emotional pacing relies entirely on visual rhythm, camera movement, and diegetic sound. 

Treating the ad as a narrative short rather than a feature-list commercial let the product's core gimmick — miniatures coming alive — double as the story's emotional turn: three kids playing a game become the heroes inside it.

Design Process

Every clip was built shot-by-shot with precise timing (down to single seconds), specifying camera type — FPV push, low-angle crane, slow orbit — for each beat, paired with grounded environmental sound only: dice clatter, crackling rune energy, distant crickets, roaring wind. No dialogue and no score were used anywhere; the emotional pacing relies entirely on visual rhythm, camera movement, and diegetic sound. 

Treating the ad as a narrative short rather than a feature-list commercial let the product's core gimmick — miniatures coming alive — double as the story's emotional turn: three kids playing a game become the heroes inside it.

Design Process

Every clip was built shot-by-shot with precise timing (down to single seconds), specifying camera type — FPV push, low-angle crane, slow orbit — for each beat, paired with grounded environmental sound only: dice clatter, crackling rune energy, distant crickets, roaring wind. No dialogue and no score were used anywhere; the emotional pacing relies entirely on visual rhythm, camera movement, and diegetic sound. 

Treating the ad as a narrative short rather than a feature-list commercial let the product's core gimmick — miniatures coming alive — double as the story's emotional turn: three kids playing a game become the heroes inside it.

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fanorbit.io®

Have a project in mind?

© 2026 fanorbit® Design

Get started.

Tell me about your project—whether it's branding, digital motion, or an AI-driven vision.

Quick response.

If you’re ready to create and collaborate, I’d love to hear from you.

Clear next steps.

After the consultation, I’ll provide you with a detailed plan and timeline.

fanorbit.io®

Have a project in mind?

Get started.

Tell me about your project—whether it's branding, digital motion, or an AI-driven vision.

Quick response.

If you’re ready to create and collaborate, I’d love to hear from you.

Clear next steps.

After the consultation, I’ll provide you with a detailed plan and timeline.