Product / UX Designer & Developer | D&D Assistant
An offline-first Windows companion for character creation, character sheets, equipment, and session resources, designed to keep tabletop decisions readable and connected.
What I do — turn character rules into a usable workflow
I design and build an offline-first WPF application for character creation and tabletop reference. I break creation into visible steps, pair class choices with a detail panel, and group equipment and features around the character. Product decisions are checked in the desktop controls at different window sizes.

What I think — keep the player's place in a dense ruleset
A character tool should help players make the next decision without losing the context of earlier choices. I use progressive steps and persistent visual hierarchy to separate browsing from committing. The notebook aesthetic provides atmosphere, while gold and cyan accents identify selection and emphasis. The project is still in development; clarity and dependable local use guide each iteration.

A guided creation flow
The creation flow separates configuration, class selection, and later character decisions into visible steps. Class emblems support quick scanning, while the detail panel lets players inspect a selection without losing their place in the overall process.
I use a dark notebook visual language with restrained gold and cyan accents. The aim is a familiar tabletop atmosphere with clear selection, hierarchy, and readable dense information.

Character information in context
The equipment and features view groups carried items, equipped gear, and abilities in one workspace. Product design and implementation move together: layout choices are checked against actual controls, scrolling, and different window sizes rather than only a static composition.
The project is in active development. My focus is a dependable local tool whose visual structure helps players make decisions, while keeping rules, character state, and presentation separate enough to evolve.
