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Stellaris — Lead UI/UX on Expansions

I led UI/UX design for Stellaris expansions, focusing on elevating user experience through intuitive, scalable interface systems. Working closely with cross‑disciplinary teams, I designed 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.”
Project snapshot — Stellaris expansions context
BASE GAME + EXPANSIONS
RELEASES: 3 EXPANSIONS + REGULAR QOL UPDATES
LIVE PROJECT WITH AN AVERAGE OF 700–800K MAU

Highlights: Navigated engine limits, partnered closely with engineering to ship performant UI for complex systems, and balanced community expectations with production realities.

UI 1 UI 2 UI 3 UI 4

The

Challenges And Constraints

Legacy UI screen — challenges
  • 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
“When I first joined the project, I couldn’t understand why the UIs didn’t just use more space. Everything was crammed into these tiny windows — it made no sense to me. Oh, how naive I was.”

The

Key Learnings

Concept art — learnings
  • Technical constraints fuel creative design thinking
  • Strong early collaboration with developers helps prevent blockers and align the vision
  • Minor UI refinements can dramatically improve retention and feature enjoyment
  • Navigating evolving gameplay complexity
  • Vocal minority doesn't represent the whole user base
“When I first joined the project, I couldn’t understand why the UIs didn’t just use more space. Everything was crammed into these tiny windows — it made no sense to me. Oh, how naive I was.”

The

Results

1M+
MAU REACHED
Reached during the First Contact expansion launch.
700K+
AVERAGE MAU
Maintained for years after release.
VERY POSITIVE RATING
On Steam with over 100,000 reviews.
MOST PROFITABLE GAME
To date for Paradox Interactive.
Process

Process

Iterate within constraints

Every UI feature began with technical feasibility checks. I prototyped in Figma, validated with engineering, then iterated in-engine to ensure performance.

Community feedback loops were essential—Stellaris players are passionate and vocal about UX.

1
Technical Discovery
Engine capabilities, performance budgets, rendering limits
2
Rapid Prototyping
High-fidelity mockups, engineering validation, in-game testing
3
Community Feedback
Beta testing, forum discussions, post-launch refinement