Dungeon Dominator
Dungeon Management UI
Sole UX/UI designer · building, room management and a living Heart that explains its own rules.
View on Steam ↗- Genre
- Comedic evil strategy · dungeon building & growth (cutaway view)
- Platform
- PC
- Engine
- Unreal Engine
- Status
- Open playtest
- My role
- Sole UX/UI designer — IA, flows, wireframes, UI kit, final UI art, specs & handoff to engineering
- Scope
- 13 room types · [N] screens · [N] UI kit components · 3–4 months
01
Challenge
The player runs a whole dungeon at once: resources, time, spells, squads, rooms and quests.
- Give a sense of control without overloading the screen.
- Make a hidden rule readable: rooms only work when connected to the Dungeon Heart.
- Keep the comedic tone without hurting readability.
02
Overview
- 1
Resources
[Why it sits here]
- 2
Time controls
[Why it sits here]
- 3
Spells
[Why it sits here]
- 4
Inventory
[Why it sits here]
- 5
Squads
[Why it sits here]
- 6
Notifications & quests
[Why it sits here]
- 7
Build & Units buttons
[Why it sits here]
- 1Dungeon Heart
- 2Rooms
- 3Units
- 4Economy
03 · Deep dive
Building & the Heart connection
Game design
A room only works when it's connected to the Dungeon Heart.
Feature by the game designer.
My task
Make this hidden rule readable at a glance, without tutorial text.
- 1Build button
- 2Room menu
- 3Build mode
- 4Dig cells
- 5Place room
- 6Connect corridors
- 7Room comes alive
My solution
Entry points with three states, plus arteries that show the whole powered network.
Filled green
Available. You can connect here.
Filled crimson
Already connected, closed.
Hollow
Not connected yet. The hole asks to be filled.
Arteries
The Heart is alive and feeds the dungeon through every connected corridor and room.
Why it works
- Points show the local state — where I can connect. Arteries show the global state — what is powered.
- The rule is explained by the world's fiction, not by a tooltip.
- "Not connected" differs by shape, not only by colour. [Keep only after the colour-blindness check]
Greybox
In game
- Placeholder · 4:3Available
Available
- Placeholder · 4:3Not enough resources
Not enough resources
- Placeholder · 4:3Requires Heart level [N]
Requires Heart level [N]
04 · Deep dive
Room card
Problem
Every room carries a lot of data — level, HP, purpose, production, units, upgrades. Showing it all at once would overload the player.
My solution
One card template for all 13 rooms.
- A · Header Level, HP, description, on/off, sell, close. Status the player needs whatever they came for.
- B · Tabs (1–3) Ordered by importance. The main process opens by default.
- C · Upgrade Shows the unmet requirement instead of a silent grey button.
Why it works
- The default tab is the main reason the player clicks a room → zero extra clicks to the key action.
- Status lives in the header, visible from any tab.
- One template for 13 room types: players learn it once, engineering builds one reusable component.
- The upgrade button explains why it's locked, so the player always knows the next step.
- Placeholder · 3:4Room card with 1 tab
1 tab
- Placeholder · 3:4Room card with 2 tabs
2 tabs
- Placeholder · 3:4Room card with 3 tabs
3 tabs
- Placeholder · 4:3Upgrade button, locked
Locked — shows the unmet requirement
- Placeholder · 4:3Upgrade button, available
Available
05
UI kit & style
[How the humour lives in the UI: shapes, fonts, icons, copy — 1–2 lines]
- Placeholder · 4:3[Component 1]
[Component 1]
- Placeholder · 4:3[Component 2]
[Component 2]
- Placeholder · 4:3[Component 3]
[Component 3]
- Placeholder · 4:3[Component 4]
[Component 4]
06
Handoff
[What I handed to engineering: asset slicing, state specs, animation references — and how I checked builds]
07
Results & reflection
Tested
[Mini-test on the open playtest: N players · build and connect a room · upgrade a room · find a damaged room · time and errors]
Player feedback
[What playtest reviews / Discord say about the UI, with counts and source]
What I'd change now
- Add a sell confirmation: the Sell button sits next to Close, so a misclick destroys a room.
- [After the colour check: if green and crimson are hard to tell apart, separate them by shape]