Dicey Decisions

Overview

Dicey Decisions is a digital board game built in Unity, adapted from a Tabletop Simulator prototype. The main design challenge was translating complex tabletop rules into a clear, intuitive digital experience without overwhelming new players.

Roles
UI/UX Designer (primary)
Gameplay Programmer (support)
Tools
Google Forms
Unity
Canva
Timeline
January 2025 – June 2025
Launched: June 2025

Click here to check it out!

Problem

When adapting it to Unity, we discovered that mechanics that felt intuitive in tabletop form became confusing in a digital environment. Early playtests revealed that the lack of onboarding and tutorials created frustration for new players.

Research Findings

Playtests

After every major change to our game, playtests were conducted with experienced game designers and frequent board game players.

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Rule & Resource Understanding

75% were unsure what to do with resources and the cards

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Core Gameplay Appeal

43% enjoyed the art style and the dice picking mechanic


Onboarding Clarity

82% weren't sure how to play the game without a tutorial

Key takeaway: Players enjoyed the mechanics and visual style, but struggled to understand rules and legal actions without guidance.

Ideation

Ideation Screenshot 1
Figure 1: Tabletop Simulator's original board
Ideation Screenshot 2
Figure 2: Original card and die artstyle

While the core gameplay mechanics and rules from Tabletop Simulator served as a starting point, we reimagined the visual direction by shifting the art to a pixel-art aesthetic to better suit a digital board game experience. We wanted to create a more cohesive and visually engaging experience, aligning with online retro-inspired games.

Solution & Impact

Dicey Decisions artwork
Updated Dicey Decisions visual identity
Dicey Decisions board redesign
Redesigned board with improved clarity and feedback

To address onboarding confusion, I created a guided first round with move-by-move directions, then a full interactive tutorial for multiplayer prep. I also worked with our artist to establish a wood-inspired, pixel-art visual system, and improved button affordances, animations, and sound effects for clarity. After implementation, playtests showed a 64% increase in positive feedback, with players understanding rules faster and completing multiple rounds without external guidance.
Constraints included balancing tutorial depth with pacing, ensuring new players felt supported without slowing down experienced players.

Conclusion

This project strengthened my interest in designing clear, approachable systems for complex games. It reinforced the importance of playtesting, iteration, and strong visual feedback when translating analog experiences into digital ones.

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