Finding Kimchi: Designing a
Silent Game of Strategy and Suspense

Finding Kimchi: Designing a
Silent Game of Strategy and Suspense

I designed a silent card game inspired by the principles of game design and interaction design, where every sound could send a missing cat, Kimchi, further away.

Game Design

Product Design

Emergent & Social Gameplay Design

Product Design

At A Glance

At A Glance

User Insight & Discovery

User Insight & Discovery

Identified friction points around rule clarity, turn structure, and player motivation through user observation.

Identified friction points around rule clarity, turn structure, and player motivation through user observation.

Iteration & Testing

Iteration & Testing

Led two rounds of playtesting and used behavioral insights to redesign gameplay elements for better engagement and flow.

Led two rounds of playtesting and used behavioral insights to redesign gameplay elements for better engagement and flow.

System Design

System Design

Replaced shared metrics with individualized systems to increase player agency and introduce asymmetric risk.

Replaced shared metrics with individualized systems to increase player agency and introduce asymmetric risk.

UX Optimization

UX Optimization

Streamlined card UX by embedding rules into the design, improving task flow and reducing cognitive load during play.

Streamlined card UX by embedding rules into the design, improving task flow and reducing cognitive load during play.

After a long day out, you return home to find Kimchi, your skittish cat, missing.

In this silent card game, players race to collect clues, but every sound risks scaring Kimchi further. Silence isn’t just golden, it’s how you win.

Finding Kimchi blends tension, restraint, and playful deceit into a narrative-driven, sound-sensitive world where strategy meets self-control.

After a long day out, you and your friends return home to a surprising mystery, Kimchi, your skittish cat, has vanished. In this silent multiplayer card game, players race to gather clues to find him. But here’s the twist: every sound you make could scare Kimchi further away. Silence isn't just golden, it’s the only way to win.

"Finding Kimchi" is more than a game; it's a social experiment in tension, restraint, and playful deceit.

Designed with interaction principles in mind, the game invites players into a narrative-driven, sound-sensitive world where strategy must coexist with self-control.

After a long day out, you and your friends return home to a surprising mystery, Kimchi, your skittish cat, has vanished. In this silent multiplayer card game, players race to gather clues to find him. But here’s the twist: every sound you make could scare Kimchi further away. Silence isn't just golden, it’s the only way to win.

"Finding Kimchi" is more than a game; it's a social experiment in tension, restraint, and playful deceit.

Designed with interaction principles in mind, the game invites players into a narrative-driven, sound-sensitive world where strategy must coexist with self-control.

Design Challenge

Design Challenge

How might we design a non-verbal game that fosters tension, interaction, and humor, while maintaining strategic depth?

How might we design a non-verbal game that fosters tension, interaction, and humor, while maintaining strategic depth?

Design Principles

Constraint as Catalyst

Constraint as Catalyst

The silence rule shaped behavior and created emergent dynamics of anticipation and trust.

Cognitive Load Reduction

Cognitive Load Reduction

In-card instructions helped reduce rule referencing and improved immersion.

Player Agency

Player Agency

Power and utility cards balanced luck with strategic choice.

Game Feel & Pacing

Game Feel & Pacing

Tighter win/loss conditions and noise thresholds created a tense yet brisk experience.

Initial Game System

Initial Game System

Initial Game System

Silence as Gameplay

Players must remain silent. Any spoken word increases their shared noise meter.

Players must remain silent. Any spoken word increases their shared noise meter.

Win Condition

Be the first to gather the most Clue Points.

Shared Noise Meter must not exceed the limit (10 initially).

Be the first to gather the most Clue Points.

Shared Noise Meter must not exceed the limit (10 initially).

Losing Condition

The game ends if the shared Noise Meter exceeds the limit.

If you declare the highest sum of clue cards, but someone else has a higher sum, you lose.

The game ends if the shared Noise Meter exceeds the limit.

If you declare the highest sum of clue cards, but someone else has a higher sum, you lose.

Playtesting 1: Discoveries & Iterations

Playtesting Session

Playtesting 2: Refinement & Nuance

Playtesting 2: Refinement & Nuance

Final Game System

Final Game System

Final Game System

Silence as Gameplay

Players must remain silent. Any spoken word increases their individual noise meter.

Players can now “meow.”

Players must remain silent. Any spoken word increases their individual noise meter.

Players can now “meow.”

Noise Meter

A core mechanic that tracks how much noise a player makes. It represents how close you are to scaring Kimchi away.

Was shared (threshold 10) → now individual (threshold 3).

A core mechanic that tracks how much noise a player makes. It represents how close you are to scaring Kimchi away.

Was shared (threshold 10) → now individual (threshold 3).

Card Types

Clue Cards
These represent evidence of Kimchi’s whereabouts. Each card also has a point value.


Noise Hazards
These cards either raise the shared Noise Meter immediately.

Utility Cards
These help mitigate noise or provide positive effects for you.

Power Cards
These cards let you disrupt or penalize opponents, at some risk to the Noise Meter.

Clue Cards
These represent evidence of Kimchi’s whereabouts. Each card also has a point value.


Noise Hazards
These cards either raise the shared Noise Meter immediately.

Utility Cards
These help mitigate noise or provide positive effects for you.

Power Cards
These cards let you disrupt or penalize opponents, at some risk to the Noise Meter.

Win Condition

Be the first to gather the most Clue Points and have the highest clue total.

Shared Noise Meter must not exceed the limit (from 10 to 3)

Be the first to gather the most Clue Points and have the highest clue total.

Shared Noise Meter must not exceed the limit (from 10 to 3)

Be the first to gather the most Clue Points and have the highest clue total.

Shared Noise Meter must not exceed the limit (from 10 to 3)

Losing Condition

If your Noise Meter reaches 3.

If you declare the highest sum of clue cards, but someone else has a higher sum, you lose.

Be the first to reach ≥3 Clue Points and have the highest total without hitting the noise limit.

Game Design Concepts in Play

  • Emergent Gameplay: Simple rules give rise to rich interactions, players invent silent tactics like gestures and meows, making each round feel fresh and social.

  • Risk vs. Reward: Every action carries weight: draw a card and risk a Noise Hazard, or play it safe and fall behind. Strategy hinges on calculated risk.

  • Constraint as Design: Silence isn’t just a rule, it’s a narrative and design constraint that deepens immersion and play tension.

  • Pacing & Flow: Lowering the Noise Meter cap sharpened the game’s tempo, creating urgency without dragging out rounds.

  • Player Agency & Chaos: Strategic tools like Utility and Power Cards give players control, while unpredictable hazards keep them adapting in real time.

  • Asymmetric Risk: Personal Noise Meters shift the stakes, each player must manage their own tension, making sabotage and bluffing viable.

  • Theme-Mechanic Harmony: Every detail, from silence to card types, serves the story of finding a lost, skittish cat. Thematic and mechanic choices are deeply intertwined.

Game Design Concepts in Play

  • Emergent Gameplay: Simple rules give rise to rich interactions, players invent silent tactics like gestures and meows, making each round feel fresh and social.

  • Risk vs. Reward: Every action carries weight: draw a card and risk a Noise Hazard, or play it safe and fall behind. Strategy hinges on calculated risk.

  • Constraint as Design: Silence isn’t just a rule, it’s a narrative and design constraint that deepens immersion and play tension.

  • Pacing & Flow: Lowering the Noise Meter cap sharpened the game’s tempo, creating urgency without dragging out rounds.

  • Player Agency & Chaos: Strategic tools like Utility and Power Cards give players control, while unpredictable hazards keep them adapting in real time.

  • Asymmetric Risk: Personal Noise Meters shift the stakes, each player must manage their own tension, making sabotage and bluffing viable.

  • Theme-Mechanic Harmony: Every detail, from silence to card types, serves the story of finding a lost, skittish cat. Thematic and mechanic choices are deeply intertwined.