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Updated: 1 day ago

šŸ½ļø RPG UI/UX System Design – Delicious in Dungeon (WIP)

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Barbara Franco

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1 day ago

Ā· 4 days ago Ā· 2 min read

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1 min read

Barbara Franco

Ā·

4 days ago

1 day ago

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Cover image illustration by yukinnn

Work in Progress (WIP):Ā This is an ongoing UI/UX case study inspired by Delicious in Dungeon. Layouts, visual consistency, system rules, and interaction details are currently being refined and aligned.


A roguelike concept where combat, cooking, and progression are interconnected:

  • Explore dungeon floors

  • Collect monster ingredients

  • Cook dishes that impact survival and strategy

  • Build a shared combat deck


Goal:Ā Design a cohesive, controller-first interface that makes layered systems readable and strategically meaningful.


šŸ“— Game Design Document (GDD)

Full system breakdown and mechanics documentation (updating)



1.Ā Gourmet Guide (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Recipe planning & discovery:

  • Flavor-based browsing

  • Technique + Element as tags

  • Clear missing ingredient states

  • List + detail layout for controller readability

(The Gourmet Guide supports planning and understanding, not direct crafting)



2.Ā Deck Builder (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Combat loadout management:

  • Dishes = Buff cards

  • Ingredient/Monster = Debuff cards

  • Grid + Focus panel for clarity

  • Clear ā€œOwnedā€ vs ā€œIn Deckā€ states



3.Ā Cooking Interaction (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Skill-based execution:

  • Visible minimum & maximum time

  • Doneness meter

  • Technique difficulty indicator

  • Simple contextual prompts (Stir / Lid / Stop)

(Cooking is not cosmetic, it directly feeds combat performance)



4.Ā Gameplay Loop (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Explore → Battle → Cook → Progress


5.Ā Player Journey + Emotional Curve (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Key phases + UI touchpoints + pain points I’m designing around.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Helps validate pacing (tension → relief → reward) and where UI must stay minimal vs informative.


7.Ā Navigation Structure (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.


8.Ā Wireframes (Low-fidelity)

Some early exploration wireframes:


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.


This project represents a system-driven UI/UX exploration, connecting interaction design, information architecture, and gameplay structure. While still a work in progress, intends to demonstrate a cohesive approach to designing layered game systems that remain readable, intuitive, and thematically grounded.


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šŸ½ļø RPG UI/UX System Design – Delicious in Dungeon (WIP)

  • Writer: Barbara Franco
    Barbara Franco
  • 4 days ago
  • 2 min read

Updated: 1 day ago

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Cover image illustration by yukinnn

Work in Progress (WIP):Ā This is an ongoing UI/UX case study inspired by Delicious in Dungeon. Layouts, visual consistency, system rules, and interaction details are currently being refined and aligned.


A roguelike concept where combat, cooking, and progression are interconnected:

  • Explore dungeon floors

  • Collect monster ingredients

  • Cook dishes that impact survival and strategy

  • Build a shared combat deck


Goal:Ā Design a cohesive, controller-first interface that makes layered systems readable and strategically meaningful.


Full system breakdown and mechanics documentation (updating)



1.Ā Gourmet Guide (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Recipe planning & discovery:

  • Flavor-based browsing

  • Technique + Element as tags

  • Clear missing ingredient states

  • List + detail layout for controller readability

(The Gourmet Guide supports planning and understanding, not direct crafting)



2.Ā Deck Builder (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Combat loadout management:

  • Dishes = Buff cards

  • Ingredient/Monster = Debuff cards

  • Grid + Focus panel for clarity

  • Clear ā€œOwnedā€ vs ā€œIn Deckā€ states



3.Ā Cooking Interaction (WIP)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Skill-based execution:

  • Visible minimum & maximum time

  • Doneness meter

  • Technique difficulty indicator

  • Simple contextual prompts (Stir / Lid / Stop)

(Cooking is not cosmetic, it directly feeds combat performance)



4.Ā Gameplay Loop (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Explore → Battle → Cook → Progress


5.Ā Player Journey + Emotional Curve (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Key phases + UI touchpoints + pain points I’m designing around.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.
Helps validate pacing (tension → relief → reward) and where UI must stay minimal vs informative.


7.Ā Navigation Structure (Draft)


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.


8.Ā Wireframes (Low-fidelity)

Some early exploration wireframes:


Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.

Portfolio home—bold ā€œGame UI/UX Designer • Barbara Franco,ā€ CRT-style blue portrait, and Start/Gallery/Contact/Blog buttons.


This project represents a system-driven UI/UX exploration, connecting interaction design, information architecture, and gameplay structure. While still a work in progress, intends to demonstrate a cohesive approach to designing layered game systems that remain readable, intuitive, and thematically grounded.


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