Designing Alone Is Faster. But You'll Get Eaten by Zombies
(Spoiler: this series also doubles as board game mini reviews and recommendations.)
The game “Zombicide: Green Horde” punishes lone wolves.
“Mansions of Madness” does too.
In co-op games, splitting from the group is the fastest route to getting swarmed.
In design, it’s the fastest route to getting blindsided.
Sure, we all love a solo sprint. Headphones on, Figma open, no Slack pings. Feels productive, right?
But good design isn’t about just getting your part done, it’s about crossing the finish line together.
When you work in isolation, you miss context.
When you share early, you invite help before the metaphorical zombies pile up.
Co-op games teach us:
🧠 A plan only works if the team understands it
📢 Communication is an active mechanic, not background noise
💬 Feedback is a power-up, not a penalty
🤝 You win by combining strengths, not auditioning for “solo hero”
Design is no different. The goal isn’t to emerge with a flawless, untouched file.
It’s to get the whole team out of the mansion alive.
So next time you’re in a design review, and you feel the urge to open the metaphorical door without backup - pause.
Ask, “Wanna go in together?”
You might still meet something with tentacles. But at least you’ll have the right crew beside you.
August 25, 2025