2025 · Ongoing

D&D 5e: MAJORA'S MASK

Designing Experiences for Live Play Beyond the Screen

A 100+ page tabletop adventure inspired by Nintendo's Legend of Zelda: Majora's Mask, designed to help Dungeon Masters quickly navigate complex information during live gameplay.

Duration

Ongoing (2025 — Present)

Role

Experience Designer, Systems Designer, Information Architect, Writer

Team

Solo Personal Project

Tools

PowerPoint, Clip Studio Paint, Figma, D&D Beyond, ChatGPT, Google Gemini

Deliverables

Information Architecture • Content Design • Design System • UX Writing • Game Design

Read Time

3 Minutes

The Problem

Live reference guides, not novels

Unlike traditional novels, tabletop adventures function as live reference guides. Dungeon Masters must balance storytelling, combat, rules, roleplaying, and unpredictable player decisions while constantly navigating the book.

The Design Challenge

How might we organize a large-scale custom tabletop adventure to support fast decision-making without interrupting gameplay?

Design Principles

Scanability

Support quick reference during encounters.

Progressive Disclosure

Reveal story information only when players reach it.

Reduce Cognitive Load

Prioritize only the information users need most.

Information Hierarchy

Present the most important information first.

Consistency

Use repeatable layouts across every chapter.

Familiar Conventions

Follow familiar D&D layouts for instant recognition.

Designing for Two User Groups

Unlike most products, this project had two very different audiences with different goals.

Dungeon Masters need to:

  • Find information within seconds
  • Manage encounters confidently
  • Track rules and story progression
  • Adapt to unpredictable player choices

Players need to:

  • Discover the world naturally
  • Make meaningful decisions
  • Stay immersed in the story
  • Avoid spoilers

The Process

The project followed an iterative design process, with research, playtesting, and feedback shaping each revision to create a more intuitive experience for Dungeon Masters.

01 · Research

Analyzing the Current Medium

Before starting, I analyzed official Dungeons & Dragons 5e books to understand the conventions Dungeon Masters already rely upon.

Official D&D book spread

Page spread from an official D&D 5e adventure book

Majora's Mask 5e spread

Page spread from Majora's Mask 5e (AI-generated using pages from my original book)

Key Findings

01 Consistent design system
02 Scannable chapter layouts
03 Accessible NPC stat blocks
04 Integrated maps, clear information hierarchy

User Discussions & Reviews

Discussions across Reddit and Discord communities showed no clear preference between physical and digital formats. However, those who preferred books consistently valued having a structured, ready-to-run adventure.

Turning Research Into Design

Research InsightDesign Decision
Dungeon Masters reference books during gameplayStandardized layouts across every chapter
Encounters require fast accessConsistent encounter templates
Story progression changes constantlyProgressive disclosure
Players see different information than the DMSeparate player-facing and DM-only content
Navigation must remain predictableClear chapter hierarchy and cross references
02 · Ideate

Every Chapter Evolved

Rather than reinventing how D&D adventures are presented, I explored ways to improve the experience while preserving familiar conventions — reducing cognitive load, improving scanability, and making information easy to find during live gameplay. Each revision refined encounter balance, story pacing, NPC dialogue, page layout, and readability.

First draft

1st draft — Google Docs & Word (digital only)

Second draft

2nd draft — Google Slides (digital & printed)

Third draft

3rd draft — PowerPoint & Figma (digital & printed)

Fourth draft, Snowhead

4th draft — PowerPoint & Figma (digital & pending printing), re-edited

Clear Information Hierarchy

DM notes

Dungeon Master Notes

Read-aloud text

Read-Aloud Text

Ability checks

Possible Ability Checks

Standardized NPC Templates

NPC template
03 · Prototype

Designing for Scanability

Every chapter follows a consistent structure, using chunked content and predictable layouts to reduce cognitive load and help Dungeon Masters quickly find information during gameplay.

Prototype chapter layout

Designing for Scanability

Every page was designed to support fast decision-making during live gameplay. A consistent visual hierarchy helps Dungeon Masters quickly locate and process information through:

Concise, action-oriented writing
Consistent layouts
Color-coded content
Predictable spacing
Repeatable formatting

Recognition Over Recall

Following familiar patterns allows Dungeon Masters to recognize where information is located instead of remembering where they last saw it. Consistent layouts reduce mental effort during live gameplay.

Progressive Disclosure

Content is progressively revealed as players advance, reducing cognitive load by showing only the information Dungeon Masters need at each moment.

Story events unlocked as players progress
DM notes separated from player content
Puzzle solutions hidden until needed
Enemy tactics placed beside encounters
Lost Woods page 1 Lost Woods page 2

Going Beyond the Book

To support live playtesting, I also designed several enhancements for the physical play experience — a custom D&D gaming table with an integrated TV for interactive digital maps, 3D-printed custom miniatures, and custom soundboards with ambient music and voice clips.

Custom gaming table 3D printed miniatures 3D printed miniatures detail 2 3D printed miniatures detail 3
D&D 5e: Majora's Mask (Prologue)
Ivan Swedberg

Created using AI voice synthesis from an original script, royalty-free sound effects, and audio from The Legend of Zelda: Majora's Mask for this non-commercial fan project.

04 · Test

Usability Testing

Multiple rounds of playtesting were conducted to evaluate the effectiveness of the book's design, measuring usability, information retrieval, cognitive load, and overall satisfaction for both Dungeon Masters and players.

Without the Book

  • Reliance on a laptop led to clutter and information overload.
  • Multiple windows slowed information retrieval.
  • Players reported the DM's attention shifted from the table to the screen.
DM side, no book

With the Book

  • More screen space for supporting tools.
  • Faster access to key information.
  • Greater focus on players, not the screen.
DM side, with book

Key Findings

Chunked content was easier to scan under pressure.
Predictable layouts improved information retrieval.
Integrating related content reduced unnecessary page flipping.
Physical reference materials complemented digital tools.
"Simplifying information presentation helped the DM stay engaged with players instead of searching for content."
05 · Implement

Final Outcome

With over half the book completed and validated through playtesting, the remaining chapters and appendices will continue to evolve through iterative editing, formatting, and usability improvements to maintain a consistent experience across the entire adventure.

Completed Chapters

Cover & Prologue Prologue Chapter 2 Woodfall Snowhead progression Chapter 4 Great Bay

Chapters in Edit

Chapter 1 Clock Town Chapter 5 Ikana Canyon Chapter 6 The Moon Appendix

Project Scale — To Date

119Pages Written
4/6Chapters Complete
63NPCs & Monsters
41Custom Encounters
10Boss Battles
Ongoing Playtesting

Success Metrics

If published, success would be evaluated through:

  • Faster encounter preparation
  • Reduced page searching during gameplay
  • Positive Dungeon Master and player feedback
  • Campaign completion and continued engagement

Next Steps

  • Complete remaining chapters
  • Expand live playtesting
  • Continue refining layouts and encounters
  • Prepare the campaign for publication

Lessons Learned

Design Beyond Screens

Great design isn't defined by the medium. It's defined by the experience it creates.

Consistency Builds Confidence

Predictable layouts reduce cognitive load and make complex systems easier to navigate.

Design Systems Scale

Reusable components and standardized layouts made it possible to maintain consistency across a growing project.

Iteration Never Stops

Every playtest, revision, and completed chapter strengthened the overall experience.