2025 — 2026

Designing Experiences Beyond the Screen

Applying UX principles to create an intuitive, player-centered tabletop RPG adventure book.

MAJORA’S MASK 5e is an ongoing personal project that adapts one of my favorite video games (The Legend of Zelda: Majora’s Mask) into a fully playable Dungeons & Dragons 5th Edition campaign. While inspired by Nintendo's original game, the project is much more than a simple adaptation. It explores how user experience principles can improve tabletop games by reducing cognitive load, improving information architecture, and creating more engaging experiences for both players and Dungeon Masters.

D&D ADVENTURE BOOK: MAJORA’S MASK 5e

ROLE

Sole UX Designer, Writer, Systems Designer, Layout Designer

TEAM

Personal Project

TOOLS

Power Point, Photoshop, Clip Studio Paint, Figma, D&D Beyond, ChatGPT, Google Gemini

STATUS

Ongoing (Multiple chapters complete)

READ TIME

2 Minutes


THE PROBLEM

Unlike digital products, tabletop role-playing games rely entirely on people to interpret rules, navigate stories, and manage complex interactions in real time. Traditional Dungeons & Dragons adventure books often require Dungeon Masters to flip between dozens of pages while simultaneously tracking combat, roleplaying non-player characters, and keeping players engaged. The challenge became:

How might a large-scale tabletop adventure be designed to minimize cognitive load while maximizing immersion, storytelling, and player agency?

Rather than simply writing an adventure, every chapter was designed with usability in mind, ensuring information is presented when it is needed, easy to scan during gameplay, and flexible enough to support the unpredictable nature of tabletop role-playing games.

APPLYING UX PRINCIPLES

Designing for Two Different Users

One of the unique challenges of this project was designing for two completely different audiences:

The Dungeon Master (DM)

  • Needs quick access to information.

  • Requires encounters to be easy and fun to run.

  • Must locate important details in seconds.

  • Often multitasks while narrating.

The Players

  • Need a sense of discovery.

  • Should never feel railroaded.

  • Require clear goals without revealing future surprises.

  • Need meaningful choices throughout the adventure.

Design decisions constantly balanced the needs of both groups.

INFORMATION ARCHITECTURE

Organizing Complex Information

The adventure contains dozens of NPCs (Non-Player Characters), encounters, puzzles, maps, and branching storylines. To make navigation easier, every chapter follows a consistent structure.

  • Predictable page layouts

  • Consistent encounter formatting

  • Repeatable NPC stat blocks

  • Clear chapter hierarchy

  • Visual separation between gameplay elements

  • Cross references where needed

This consistency allows Dungeon Masters to spend less time searching and more time storytelling.

PROGRESIVE DISCLOSURE

Showing Information Only When Needed

One of the biggest design goals was preventing information overload. Instead of presenting every possible outcome at once, information is revealed progressively throughout each chapter. Examples include:

  • Story information appearing only after players reach key locations.

  • Enemy tactics presented beside encounters rather than in separate appendices.

  • Hidden story elements reserved for Dungeon Master notes.

  • Puzzle solutions separated from player-facing descriptions.

This approach keeps pages cleaner while preserving surprises for players.

VISUAL HIERARCHY

Designing for Fast Decision Making

Because Dungeon Masters frequently reference the book during live gameplay, every page was designed to be quickly scannable. Three color-coded content types help distinguish information at a glance:

By consistently separating these content types through color, players receive immersive storytelling while Dungeon Masters can instantly recognize the information they need.

ITERATIVE DESIGN

Every Chapter Was Revised Repeatedly

Designing an engaging tabletop experience required continuous iteration. Throughout development, encounters were repeatedly refined to improve pacing, challenge, and clarity. Areas frequently revised included:

  • Combat balance

  • Puzzle difficulty

  • Story pacing

  • NPC dialogue

  • Read-aloud descriptions

  • Encounter layouts

  • Reward structures

Rather than treating writing as a linear process, every chapter evolved through repeated cycles of testing, evaluation, and revision.

UX WRITING

Writing for Real-Time Use

Unlike traditional books, tabletop adventures are not read from beginning to end. They are used as live reference documents. This fundamentally changed how information was written.

Content was intentionally designed to be:

  • Short and scannable

  • Action-oriented

  • Easy to reference under pressure

  • Consistent in terminology

  • Organized using headings and spacing

Every formatting decision aimed to reduce cognitive load during gameplay.

CURRENT PROGRESS

Ongoing Development

This project continues to evolve. Current progress includes:

  • Multiple completed chapters

  • Hundreds of pages written

  • Original encounters

  • Custom enemy stat blocks

  • Fully redesigned progression

  • Original dialogue and narrative

  • Layout system established

  • Additional chapters currently in development

Each completed chapter informs improvements made to future sections of the campaign.

LESSONS LEARNED

Designing this project reinforced something I have come to appreciate throughout my UX journey: good design is not limited to digital products.

Whether designing software, educational tools, or tabletop games, the same principles consistently emerge. Understanding users, organizing information effectively, reducing friction, and iterating based on feedback all contribute to more enjoyable experiences.

This project challenged me to think beyond screens and reminded me that great design is ultimately about helping people accomplish their goals with confidence while creating memorable experiences along the way.

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