I led UI/UX design for Stellaris expansions, I focused on elevating user experience through intuitive, scalable interface systems.

Working closely with cross-disciplinary teams, I led the design of new gameplay features, refined navigation flows, and enhanced the overall usability of Stellaris — a complex 4X sci-fi strategy game.

My role spanned from early concepting UI to polished implementation, with a focus on player retention, accessibility, and cohesive visual hierarchy across expansions like Toxoids , First Contact and Galactic Paragons.
Challenges and Constrains
  • Legacy game engine with strict limitations

  • Feature implementation required unconventional UI patterns

  • Needed to preserve design consistency across evolving systems.

  • Adapting design vision within strict tech limits.

  • Navigating evolving gameplay complexity

  • Designing for long-term players with established expectations

KEY UX LEARNINGS
  • Technical constraints fuel creative design thinking

  • Strong early collaboration with developers helps to prevents future blockers and favours vision alignment

  • Minor UI refinements can drastically improve retention and player enjoyment of the features.

  • Working within limits taught me to prioritize what truly matters

  • A vocal minority does not always represent the complete
    user base

Challenges
and Constrains

Legacy game engine with strict limitations
Feature implementation required
unconventional UI patterns
Needed to preserve design consistency across evolving systems.
Adapting design vision within strict tech limits.
Navigating evolving gameplay complexity
Designing for long-term players with established expectations

KEY UX
LEARNINGS

Technical constraints fuel creative design thinking
Strong early collaboration with developers prevents blockers
Minor UI refinements can drastically improve retention and player enjoyment of the features.
Every user base has different needs.
Working within limits taught me to prioritize what truly matter
Vocal minority doesn't represent the whole user base.
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Company
[ PARADOX INTERACTIVE ]
role
[ ux/ui design ]
time line
[ may 2020 - July 2020 ]
live project
[ visit website ]
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Challenges and Constrains
  • Legacy game engine with strict limitations

  • Feature implementation required unconventional UI patterns

  • Needed to preserve design consistency across evolving systems.

  • Adapting design vision within strict tech limits.

  • Navigating evolving gameplay complexity

  • Designing for long-term players with established expectations

KEY UX LEARNINGS
  • Technical constraints fuel creative design thinking

  • Strong early collaboration with developers helps to prevents future blockers and favours vision alignment

  • Minor UI refinements can drastically improve retention and player enjoyment of the features.

  • Working within limits taught me to prioritize what truly matters

  • A vocal minority does not always represent the complete
    user base

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the development

Walnut's development process combines the parent company’s extensive knowledge of home furnishings with cutting-edge art production techniques to produce a refined and diverse collection of high-quality, accessible artwork.

the takeaway

Walnut effectively leverages the parent company’s reputation to introduce a sophisticated range of affordable artwork, successfully bridging the gap between home decor and art while appealing to a tastefully discerning audience.

let’s make your design shine

“collaborate with me to craft exceptional designs
reflect your unique vision.”

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let’s make your design shine

“collaborate with me to craft exceptional designs
reflect your unique vision.”

image

let’s make your design shine

“collaborate with me to craft exceptional designs
reflect your unique vision.”

image

let’s make your design shine

“collaborate with me to craft exceptional designs
reflect your unique vision.”

image

led by purpose

led by purpose

led by purpose

led by purpose