š® Case Study (Part 1): Designing My Own Game-Inspired Portfolio
- Barbara Franco

- Sep 27, 2025
- 7 min read
Updated: Dec 12, 2025
Most game UI/UX portfolios live on Behance, Itās practical and expected. There are plenty of impressive projects out there, but itās rare to see a custom website built from the ground up. For this project, I wanted to explore something different: a portfolio that doesnāt just present case studies, but behaves like one.
Also part of the Game-Inspired PortfolioĀ series:
1. The Challenge
What if the portfolio wasnāt just a containerĀ for case studies, but a demonstration of UI/UX thinkingĀ in itself? What if it behaved more like a playable interface than a static site?
The goal was to create something immersive, functional, and professional. A site thatās easy to scan, enjoyable to explore, and clear in how it presents information (without falling into the usual template patterns).
2. A Site That Talks About Itself
The site is intentionally self-aware. The interface doesn't just house case studies, it reflects the systems behind them. From structure to interaction, every part borrows logic from actual game UIs.Ā
Instead of listing āwhat I doā on a services page, the site demonstrates it structurally:
Navigation takes cues from game menu design, focusing on clarity, hierarchy, and flow.
Each section follows interaction logicĀ from games (states, flow, responsiveness).
Components were built using scalable systems.
This approach allowed the portfolio to operate on two layers: presentation and demonstration. Where the site becomes part of the portfolio itself.
3. Navigation and Flow
The site follows a clear hub-based structure, inspired by game UI logic. Everything is reachable in one or two clicks, with multiple return paths that keep the flow consistent:
Home āĀ works as a landing interface, styled like a main menu screen.
StartĀ ā takes the role of an about page, focused on who I am and what I do.
GalleryĀ ā is the content hub, designed like a quest log or in-game archive.
ResumeĀ ā mirrors a character screen, with skills, roles, and experience.
Contact/Recruit āĀ is a form, but with playful details like game-themed message subjects.
BlogĀ ā keeps things familiar, but still follows the visual and mostly interaction rules of the site.Ā
Itās not a conventional site map, but it doesnāt need to be. Game interfaces work on the same principles of any interface: they build on patterns people already know. So even if it feels different at first, the structure is simple, and the flow stays intuitive.
4. Layout & Wireframing
Desktop was the primary focus for this first iteration. The interface was designed around a 12-column stretch grid, with the following structure:
MarginsĀ ā 68px.
Column gutters ā 32px.
Vertical rhythm Ā ā 8pt base grid.
Spacing follows the 8-point grid system, with a few deliberate exceptions. For example, the black frame that surrounds most views uses a 20px ratioĀ instead of a multiple of 8. That choice was made for visual balance, not strict math (a good reminder that grid systems are guides, not rules).
The wireframes were designed with scalability in mind, but since the desktop pages are horizontal and mobile needs a vertical flow, I ended up creating a separate mobile version. At this stage, the focus stayed on clarity, alignment, and building a strong base for both formats.
5. Visual System
The visual system was built to support usability and rhythm across screens, not just to decorate them. In game UI, visual design often serves structure: frames, contrast, and motion all help define interaction states. I applied the same logic here.
ā¹Ā Color Palette :
The dark theme, designed for contrast and legibility, gives depth and consistency between sections, while gradients act as subtle dividers instead of borders. Accent tones were kept minimal to preserve clarity and direct attention toward content.
ā¹Ā Typography :
Typography follows a similar principle: PT SansĀ and Titillium WebĀ handle most UI and text elements, balancing readability and visual identity. The custom title fonts on project pages break that neutrality just enough to reflect each projectās tone.
The blogĀ uses a slightly different logic using a 17pxĀ body text size (instead of a standard 16px or 18px). Odd values, while not your typical choice, can help smooth optical rhythm between contexts: they bridge the gap between compact UI text and comfortable reading sizes without causing spacing jumps. In testing, 16px felt a bit dense for long paragraphs, while 18px disrupted flow and hierarchy. 17pxĀ landed in the sweet spot, a subtle adjustment that keeps the reading experience balanced across breakpoints.
ā¹Ā Iconography :
Iconography was designed as an extension of this logic. Each icon was simplified to its essential form, mixing soft and hard edges to match the interfaceās tone (minimal, but not sterile). The goal was to keep them elegant, readable, and scalable, adapting easily between small UI elements and larger section headers.
ā¹Ā Component Tokens :
Small rules that keep components consistent across screens. These tokens drive shape, rhythm, and touch feedback.
ā Shape:Ā corner radius 6px and line 1px on desktop/tablet, mobile radius 4px with line 0.8px.
ā Angles:Ā angle cuts are unified so cards and buttons share the same treatment.
ā Rhythm:Ā spacing follows an 8-point step to keep alignment predictable.
ā Tap targets:Ā 44Ć44px minimum. Smaller icons sit inside a 44Ć44px container.
ā Link and label:Ā accent color (#5CABFF) on hover or tap.
ā Icon + text:Ā always paired for clarity.
ā Accessibility baseline:Ā contrast ā„ 4.5:1 for text and UI labels.
ā¹Ā Visual Flare :
While the visual system focuses on consistency and usability, a layer of personality ties everything together. Subtle star fields were added to the main four screens, giving the site a sense of depth and atmosphere without distracting from the content. The challenge was keeping that āmysticalā feeling restrained. Enough to add presence, but never so bright or animated that it interferes with readability.
Avatars appear throughout the site as small guides and visual anchors. They act both as narrative cues and as design elements, breaking the strict grid with something more human (although ironically they are like holograms). This balance between system and story reinforces the idea behind the whole project: a functional interface that still feels alive and personal.
Visual choices align with system logic. Thereās consistency in weight, spacing, and interaction feedback across all sections.Ā Interaction feedback (through hover states, motion, and hierarchy ), helps define rhythm and keeps navigation intuitive. Subtle visual flares, like the star fields and avatars, add a touch of atmosphere and personality without breaking clarity. They give the interface a bit of life while keeping the focus on usability and flow.
Everything contributes to a unified experience: visuals that reinforce usability, interactions that feel natural, and a tone that reflects the balance between clarity and play.
ā¹Ā Theme (Retro Sci-fi) :
I started with a dark theme for contrast and a neutral UI surface. I like Sci-fi, so I leaned into a calm retro space vibe, more star field than neon, built to read well. The avatar is intentionally bold on Home to set tone and then toned down on interior pages. They follow the same tokens, so shape and weight stay consistent.
ā Why dark:Ā strong contrast, clean type, images stay readable across posts.
ā Palette:Ā cool blues for avatars, soft white for UI, and accent blue (#5CABFF) for actions.
ā Hologram cue:Ā inspired by the projected light moments in Blade Runner 2049. I kept the idea of soft glow and layered depth, skipped heavy magenta so the UI remains calm.
ā Motifs:Ā a static star field for depth, a few larger stylized stars as quiet highlights.
ā Avatars:Ā small guides with a āhologramā vibe that cue location and intent.
ā What I avoided:Ā heavy neon fills, full-frame chromatic fringing, noisy grain. Motion stays short and purposeful.
Main references used during exploration:
Future exploration:Ā I intend to test a realistic or a 3D version of the avatar to push the hologram cue, when time allows, as a controlled swap I can revert quickly if needed.
6. UX Laws in Practice
UX principles were applied throughout the entire process:
Fittsā LawĀ āĀ Click targets like buttons and image areas are large enough to be easily accessible, especially across breakpoints.
Hickās LawĀ āĀ Information is broken into smaller, categorized sections, reducing decision fatigue. This is especially clear on the Resume and Gallery screens.
Law of SimilarityĀ āĀ Consistent visual styles help create cohesion across the site. Elements like corner radius (6px), line weight (1px), and angle treatments are unified, making even visually diverse content feel like part of the same system.
Law of ProximityĀ āĀ Spacing between elements was carefully adjusted to guide reading flow and grouping, which is crucial in image-heavy layouts.
The siteās structure isnāt experimental for the sake of novelty. Itās grounded in patterns that are proven to work, they are just adapted to fit the portfolioās game-inspired theme.
7. Design Notes
Designing for yourself is one of the hardest challenges. Itās easy to over-design, chase novelty, or get stuck balancing personal taste with professional expectations. My goal was to create something that felt different and game-inspired, but that still gives space for the projects to speak for themselves. I didnāt want the site to just be themed, it needed to be functional, consistent, and adaptable.
What helped was approaching it like any other UI/UX task:
I built the system first, then styled it.
I prioritized user flow before adding aesthetic layers.
I documented every design choice, just like I would in a studio environment.
While the theme is playful and game-like, especially in the early screens, it becomes more neutral in the Gallery and case study areas. The visual language stays consistent, but tones down to let each project hold its own identity.
The result is a portfolio that doesnāt just present case studies, it behaves like one. A space where structure supports style, and interaction tells the story.
Continue reading the series:
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