Minecraft Dungeons atmospheric dungeon environment with character exploring ancient ruins
UX Case Study

UX Game Design

ELVTR

Designing learnable systems under cognitive load.

Role

UX Design Lead

Duration

5 Weeks

Scope

Journey Mapping, Interaction Design, Usability Testing, Accessibility Review

System Context

Designing for cognitive load.

Action RPG systems often introduce combat mechanics, progression logic, and inventory structure simultaneously. Without structured sequencing and stable UI states, complexity becomes friction.

This project focused on staging learning, reinforcing hierarchy, and enabling fast decision-making under pressure.

Principles

Progressive Disclosure

Players learned mechanics in sequence instead of decoding the full system at once.

State Clarity

Every screen communicated what was active, available, or locked without requiring exploration.

Feedback Reinforcement

Players understood the result of each action before committing to the next one.

Accessible by Default

Color, contrast, and labeling ensured usability across vision profiles without separate modes.

System Evidence

From loop to interface.

Player journey mapped intent against perception to surface friction points before wireframing.

Paper prototype sequenced screen logic to validate flow before visual investment.

Wireframes established hierarchy and component placement to reduce layout ambiguity.

Accessibility audit identified contrast failures and informed outline and shadow adjustments.

Core Screens

Home

Gameplay

Inventory

Applied a consistent hierarchy and repeatable components so transitions remained predictable under pressure.

Validation

What testing changed.

Simplified inventory grouping

Clarified menu labeling

Standardized feedback patterns

Reduced competing calls to action

Usability test results from 5 participants across all screen tasks

System Thinking

Scalable interaction patterns.

Accessibility

Color blindness testing drove contrast and outline decisions that improved legibility for all players.

Pattern Consistency

Repeatable component structures across screens reduced the learning curve for each new state.

State Predictability

Clear locked, equipped, and available indicators allowed players to scan inventory without reading.

Outcome

Produced a cohesive interaction system built on repeatable UI patterns and stable hierarchy. The resulting screen logic can scale across additional gameplay states without increasing cognitive load.

Complex systems become intuitive when hierarchy is stable and learning is staged.