Nature's Deck
Designing a nature-inspired deck of playing cards through illustration and iteration.
Self-Directed Project · 2019–2024
Illustration · Playing Card Design · Material Exploration
Designing a nature-inspired deck of playing cards through illustration and iteration.
Self-Directed Project · 2019–2024
Illustration · Playing Card Design · Material Exploration
I designed a nature-inspired deck of playing cards with a dark palette, red-and-white line drawings, and individually illustrated card faces. Beyond creating a cohesive set of illustrations, I wanted the cards to feel engaging in the hand and reward a closer look.
I wanted each card to have its own illustration while still feeling like part of a unified deck. The numbered cards for each suit feature the corresponding number of leaves on a plant, while the aces, jokers and face cards have distinct designs.
Each card face was drawn individually, balancing the repeated structure of a traditional deck with opportunities for unique illustrations.
I first started the project in 2019, hand-drawing each card, front and back. I completed the numbered cards and aces but struggled with the face cards. I wasn't confident I could draw human figures with enough variety while maintaining the visual style I'd established.
When I revisited the project years later, I redrew the deck digitally, refining some of the original designs and rethinking the face cards. I replaced the human figures with 12 different animals.
I also created a laser-cut and etched version of the deck using black posterboard with a white core. This version translated the illustrations into a simpler black-and-white palette and let me explore a different way of producing the cards.
The laser etching left subtle ridges in the surface, adding a tactile quality to the illustrations. It was an opportunity to see how changing the material and fabrication method could change the experience of the same designs.
After refining the digital designs, I had the deck professionally printed and playtested it across multiple games. Seeing the cards in use revealed an issue I hadn't anticipated: the card back didn't have enough visual complexity to read clearly as a back. Its negative space made it easy to mistake for a card face.
This taught me to consider how individual designs work within the larger experience of playing with a deck. A card back needs to be visually distinct from the faces, even when seen briefly or among other cards. I'd like to revisit the back design to make that distinction clearer.