UI/UX & Product Design
DungeonFog
Joined a small RPG-tools startup as a UI/UX designer and grew into its design and product backbone, wearing the design, product and delivery hats as the tool grew up.
- Role
- Started as UI/UX designer and took on product management, project management and marketing. In a small startup, the design and product backbone of the tool.
- Team
- DungeonFog, small startup team
- Outcome
- A redesigned, user-validated product, a new revenue stream in the Marketplace, a community platform for retention, and Project Deios funded on Kickstarter at over €420,000, more than eight times its goal.
Context
DungeonFog is a web-based battle-map editor for tabletop role-playing games and Dungeons & Dragons: game masters build the maps their games are played on, right in the browser. I joined as a UI/UX designer, and in a small startup that title stretches fast. Over my time there I also picked up product management, project management and a fair share of marketing. This is the product story. The commissioned map-design service we ran alongside it has its own case study.
Design
The core of the job, and the widest. I designed a full new website, the battle-map application itself, the Marketplace, the Community Hub, and the complete UI for Project Deios, our world-building map suite. None of it was designed in a vacuum: I ran CSAT surveys and user testing throughout, so decisions answered to real users instead of internal opinion. The result is a product that is intuitive and genuinely desirable to use, and validated as such by the people who use it.
Product
I shaped features, not just styled them. I took both the Marketplace and the Community Hub from concept and analysis all the way through implementation and post-launch, and designed new capabilities for the battle-map editor. Each earned its place: the Marketplace opened a new revenue stream, the Community Hub gave users a reason to stay, and the editor features put us ahead of competitors.
Process
With the project-management hat on, I brought structure to how we shipped. I introduced an agile way of working and taught the team to think in user stories and reduce them to clear requirements. Guesswork became reliable estimates: we could predict development time and scope honestly, and quality rose as bugs fell.
The result
A product that grew up, better designed, better built, and earning in new ways. Project Deios, whose full UI I designed, was funded on Kickstarter at over €420,000, more than eight times its goal, from roughly four thousand backers. The throughline is the one I bring everywhere: design that users actually validate, product thinking that finds the revenue, and a process that reliably ships it.