Mario Kart Title Image


Genre: Tabletop Board Game


In Transit is a Game Changer Chicago project made with the intention of educating its players about the Transit system in Chicago, and how it adversely effects the poorer communities of Chicago and greatly favors and caters to the wealthier communities within the city. In Transit puts players in the shoes of competing "evil overlord"-like transit corporations. Each player's corporation has five company objectives - the first player to complete these objectives, wins the game.

Number of Players: 2-4

Development Information


Game Designer


As the game designer I constructed a lot of the systems of this game. I designed the original board layout of the game, the player objective cards, the power cards, and the narrative backstory to each mission card.


  • Metal Sheet
  • Magnets
  • Cardboard
  • Development Time:

    ~5 Months

    Team Size:

    TeamSize TeamSize TeamSize


    Real-World Data vs. Fictional Gameplay

    One of my biggest struggles in developing In Transit was the fact that pretty much all of the gameplay had to be based off of real-world research and facts. It was a constraint that I was not used to as a game designer - typically nothing is really off-limits - but from the conception of this project, it was very much research based. This project not only had to be fun, but it had to be educational.

    Fun & Educational - for a long time, I viewed these as two very different ideas - for a long time the words "educational" and "game" used in the same sentence left a sour taste in my mouth. I grew up hating educational games and preferred just reading a book or doing a worksheet over sitting down and subjecting myself to such a dull interactive experience. Luckily, this market of games has evolved since then, as have my thoughts on the genre.

    Solution: There were multiple times throughout development that I rolled my eyes at the fact that we had to change a mechanic in the game to better reflect the research. There were several mechanics in the game that we even had to skew in order to get an accurate outcome - something that felt very wrong to me as a designer, who was taught that everything needs to be properly balanced in a game - this is an issue that I had never had to deal with before this project.