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Minecraft Dungeons

The main project for the UX/UI in Gaming course through ELVTR was to analyze the gaming experience for Minecraft Dungeons and propose improvements & updates. I focused on integrating more of the online play features and how content is organized & displayed. Going through the process from the player journey to UI mockups was a fun and enlightening experience.

Challenges
• Learning the established features of a Minecraft game

• Becoming familiar with the differences between UX/UI in tech vs. gaming

• Identify areas within a successful game that could be improved upon

• Ensure Usability testing captures clean, valid data

• Improve gameplay through updated UI placement & organization

Outcomes & Results
This was an excellent exercise in learning about intention in Gaming. I have a deeper understanding of the importance of player attention and how to think through visual gameplay systems. This was also an excellent opportunity to improve my understanding of usability testing and the data it provides.

Design Thinking retrospective

  • Adding a Twitch login button as well as a Friends/Groups modal to the home screen aims to give prominence to the social aspect of the game; streaming it and playing with others, respectively
  • Modifying and relocating the bottom HUD also lends to a multiplayer push, as this acclimates players to the experience by displaying a HUD in single-player more closely similar to the one they will see in multiplayer mode
  • The inventory screen changes aim to provide further comfort to the item-sifting and modifying portion of the dungeon-crawling experience
Credits
UX/UI in Gaming course via ELVTR
Disciplines
Case Study + Student Work
Check out this project live

About me

I’m a systems-minded thinker and proud visual nerd drawn to the weird, wonderful challenge of making games feel just right. My work lives at the intersection of storytelling, interface clarity, and player-centric worldbuilding.

I have a multidisciplinary design background, where I led cross-functional teams and built experiences across digital, branding, and interactive spaces. Now, I’m channeling all of that into crafting immersive UI, building modular systems that support gameplay flow, and creating environments that reward curiosity. I believe good design should get out of the way, but great design sticks with you, not because it shouts, but because it understands what you need before you do.

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