Final UI Refinements – Bringing Dolven to Life

If you read my first article about the 5 principles I learned making Dolven Runes Gambit, those five principles became the foundation for everything that followed. They shaped how I approached every decision, every layout, and every revision of the cards.

But understanding the principles was only half the journey. Applying them consistently, across an entire system was where the real work began.

In this article, I take that next step. Moving beyond theory into practice, I walk through how those ideas were refined, tested, and ultimately brought together into a cohesive visual system.

From Function to Clarity

Early on, the cards worked. All the information was there. Every mechanic was technically represented.

But that wasn’t enough.

Players hesitated. They reread effects. They missed key values. The issue wasn’t the system it was how the system was being communicated.

The shift came when the focus moved from: “Does the card contain the right information?” to “Can the player understand it instantly?” That change in mindset drove every refinement that followed.

Refining the Visual Hierarchy

One of the biggest improvements came from reinforcing a clear visual hierarchy.

Each card now follows a consistent structure:

  • Top section establishes identity (name, rune value)

  • Artwork provides theme and recognition

  • Banner communicates archetype and relationships

  • Text panel delivers gameplay information clearly

By committing to this structure across every card, players no longer need to “learn” each design individually. The layout teaches itself.

Before vs After – Visual Hierarchy

Before:

  • Text and icons competed for attention

  • No clear focal point

  • Important information was easy to miss

After:

  • Clear reading order from top to bottom

  • Strong emphasis on key gameplay elements

  • Supporting details fade into the background

The result is a card that can be understood at a glance, even during play.

Reducing Noise, Not Information

Another key lesson was that clarity doesn’t come from adding more, it comes from removing what isn’t needed.

Earlier versions of the cards tried to:

  • Label everything

  • Explain every interaction

  • Fill every available space

This created friction. The refined approach focused on:

  • Letting icons replace repeated text

  • Standardising ability wording

  • Removing anything that didn’t directly support gameplay

Before vs After – Ravenclaw - Information Density

Before: Heavy text blocks, Redundant labels (e.g. repeated archetype names) Visual clutter that slowed down reading

After: Short, consistent ability text, Symbols doing the work of explanation, Cleaner layouts with breathing room

Players can spend less time reading and more time playing.

Material Feel and Micro-Refinement

Once the structure was solid, the focus shifted to polish.

This is where small changes had a big impact:

  • Subtle microtextures added a tactile, physical feel

  • Softer transitions between artwork and text panels removed harsh visual breaks

  • Slight gradients and highlights gave elements depth without adding noise

These refinements are easy to overlook individually, but together they elevate the cards from flat designs to something that feels like a finished product.

Ravenclaw complete.

Before vs After – Surface and Depth - Goliath

The second prototype card shown here has very little depth, hard edges between sections, the UI is not well integrated. The

final version on the below shows the change:

  • Subtle texture and depth

  • Smooth transitions between elements

  • A unified surface that feels cohesive

The card now feels like a single object, not assembled parts.

Defining a Visual Language

A major milestone in the process was establishing a clear visual identity for each card type.

  • Character Cards feel grounded and structured

  • Spell Cards feel lighter and more magical, with subtle glow and energy

  • Treasure Cards have that look of winning something special.

  • Fate Cards being darker and moody because let’s face it, these cards are not nice.

  • Icons and banners follow consistent rules across all cards

This creates instant recognition. Players don’t need to read to understand what they’re looking at they can feel it.



Before vs After – Card Identity

Before:

  • Card types felt visually similar

  • No strong distinction between mechanics

After:

  • Clear visual differences between card types

  • Immediate recognition of function and role

This is where the UI starts to support gameplay without needing explanation.

The Power of Subtlety

One of the most important lessons throughout this process was knowing when to stop.

Early iterations pushed too far:

  • Too much glow

  • Too much texture

  • Too many visual effects

There was way too much happening in the background.

Pulling these elements back created a cleaner, more confident design. If a player notices the effect instead of the information, it’s too strong.

The final cards aim for something quieter:

  • Effects that support, not dominate

  • Texture that is felt, not seen

  • Visual clarity over visual noise

From Prototype to Product

Looking at the final cards as a complete set, the difference is clear.

They are now:

  • Readable at a glance

  • Consistent across all archetypes

  • Visually aligned with the world of Dolven

  • Ready for playtesting, presentation, and production

Most importantly, they no longer feel like a prototype.

They feel like a product.

Final Takeaway

The biggest lesson from this process is simple:

Good UI design isn’t about adding more. It becomes about refining what’s there.

By focusing on clarity, consistency, and subtlety, the cards evolved from something functional into something intuitive.

And I hope that shift is what will bring the game to life for players.

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Dolven Runes Gambit – Final Design Revealed

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5 UI Mistakes I Made Designing My First Card Game (and the Principles That Fixed Them)