Dune Imperium

Simplifying a deep deck-builder into a streamlined, glanceable mobile interface.

Simplifying a deep deck-builder into a streamlined, glanceable mobile interface.

Role

UI/UX Designer

Client

Dire Wolf

Timeline

October 2022 - March 2024

Overview

Dune Imperium blends deckbuilding, worker placement, and political intrigue into a dense strategic experience. My role was to translate this multifaceted tabletop game into a desktop and mobile experience that supports quick reference, resource tracking, and card management.

The Problem

Complex Mechanics Require a Clear Interface

Dune Imperium contains multiple overlapping systems:

  • Deckbuilding cards with unique icons and multi-phase effects

  • Worker placement

  • Conflicts and Strength

  • Faction influence tracks

  • Resource management (Solari, Spice, Water)

This complexity makes it difficult for players to:

  • Keep track of changing board states

  • Quickly reference multi-step card effects

  • Understand worker placement choices at a glance

  • Navigate multiple UI layers in a mobile-sized format

The challenge was to create a condensed, highly legible experience that reduced the cognitive load without flattening the depth of the game.

Process

Understanding Information Hierarchy

I began by mapping out the game’s mechanics and identifying which information players need immediately vs. situationally.
This led to a two-tier structure:

  • Primary info: resources, imperium row card thumbnails, current conflict details

  • Secondary info: card effects, discard piles, leader abilities

This framework became the backbone of the layout.

Designing a Multi-System UI for a Mobile Screen

Dune Imperium uses many iconographic cues, so I prioritized:

  • High-contrast icons for resource readability

  • Maintaining a strong color identity for the board spaces

  • Simplified cards down to a thumbnail for quick reference

I created patterns for multi-stage card actions that present effects one step at a time, reducing the sense of “visual noise.”

Iterative Testing for Information Density

Multiple prototypes were tested to find the right balance between:

  • Faithfully representing the original game

  • Presenting only what players need in each moment

Through iteration, I reduced unnecessary information and utilized clever hinting that allowing users to complete steps faster and with fewer taps.

Result

Simplifying Interaction Without Losing Depth

The final design created a smooth, readable, and fast system that helps players manage an otherwise information-heavy game with confidence. Key improvements included:

  • A cleaner layout that prioritizes the game’s most important decisions

  • An intuitive breakdown of complex card effects

  • A worker-placement interface that can be understood and interacted with top level

  • Faster turn-to-turn flow thanks to contextual UI states

The result is a digital experience that preserves the strategic tension of Dune Imperium while dramatically reducing mental overhead for players.

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