Minecraft Dungeons

As part of a 7-week UX/UI in Gaming course through ELVTR, I conducted a full case study on Minecraft Dungeons, analyzing its gameplay flow, UI structure, and overall user experience. This project was a deep dive into how gameplay systems and interface design shape player attention, and how improvements, even to successful games, can make experiences more intuitive, immersive, and rewarding.

UX CASE STUDYCOURSE WORK

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minecraft dungeons: ux case study

As part of a 7-week UX/UI in Gaming course through ELVTR, I conducted a case study on Minecraft Dungeons, breaking down its gameplay flow, UI structure, and how interface choices shape player attention. The goal was to identify where friction existed in a game that already worked well, and design improvements that felt intuitive rather than intrusive.

understanding the systems in play

I started by mapping the player journey stage by stage, identifying where UI either supported or interrupted flow. Using flowcharts and wireframes, I visualized gameplay sequences and tested how small layout shifts could ease friction points.

I focused specifically on the HUD, inventory, and home screen, and how those elements could better guide players through the game's social and dungeon-crawling loops. Minecraft Dungeons might look simple on the surface, but it's a system where attention management, decision fatigue, and multiplayer design all affect how long players stay engaged.

solutions & design thinking

Each revision came from asking what the player needed in that moment, and designing systems that got out of the way:

  • Social UI Boosts: I added a Twitch login button and a Friends/Groups modal to the home screen, surfacing the multiplayer and streaming experience earlier and making social play feel more accessible from the start.

  • HUD Adjustments: I aligned the single-player HUD with the multiplayer layout to create consistency across modes, making the transition to co-op smoother and reducing the learning curve for new players.

  • Inventory Overhaul: I restructured the inventory screen to make gear comparison and modification faster, reducing the friction players hit mid-dungeon when they're trying to strategize upgrades on the fly.

outcomes & reflections

This project taught me how to take apart game systems and rebuild them with the player at the center. It reinforced my ability to diagnose friction through flows and wireframes, prototype quickly, and iterate with intention. More than anything, it showed me that the best design doesn't announce itself; it just makes the experience feel right, like the game understood what you needed before you did.

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