The Curse of Ashmowdy

The Curse of Ashmowdy is an illustrated gamebook I designed for readers who don’t normally like reading. It’s a full story, told through decisions and exploration, but crafted in a way that feels like playing more than studying.

Inspired by choose-your-own-adventure classics, this book invites kids to travel through villages, forests, mines, castles and cursed swamps. Each location holds choices, puzzles, traps, and secrets to uncover. But unlike many traditional gamebooks, I wanted this one to stay fun — even when you make the wrong choice.

I created everything: the illustrations, the branching structure, the page design, and even the multiple language versions. The book needed to work on two levels — as an immersive visual journey, and as a replayable story where every path offers something new.

One of the biggest design challenges was balancing simplicity and tension. The book includes collectible items, hidden messages, dead ends, and rerouting paths. Every decision has a consequence, but never a punishment. It was important to build an experience where kids feel in control, not tested.

On the technical side, I optimized the layout for both print and digital use. I also developed a second version in black and white, more compact and cost-effective, while keeping the illustrations clear and readable. Both versions work across Amazon, Shopify, and PDF formats.

This project pushed me to think in systems — not just as an illustrator, but as a game designer and product creator. I now apply these principles to other projects that combine story, art, and interactive formats.