Cor Draconis
Timeline
January 2025 to April 2025
Role
Lead UX Designer
Constraints
Stylization
Short Cycle
Complexity
A management and dungeon-delving simulator developed as part of Wolverine Soft's Winter 2025 cycle. Consisting of a small team of about 20 artists and engineers, I acted as the go between for both teams, and helped to craft their unique, medieval UI.
Cor Draconis
A management and dungeon-delving simulator developed as part of Wolverine Soft's Winter 2025 cycle. Consisting of a small team of about 20 artists and engineers, I acted as the go between for both teams, and helped to craft their unique, medieval UI.
Timeline
Timeline
January 2025 to April 2025
Role
Role
Lead UX Designer
Constraints
Constraints
Stylization
Short Cycle
Complexity
Outcomes
Outcomes
15%
Decrease In Player Frustration
20+
Frames Implemented
5+
Icons Designed and Implemented
5+
5+
Icons Designed and Implemented
Icons Designed and Implemented
20+
20+
Frames Implemented
Frames Implemented
15%
15%
Decrease in Player Frustration
Decrease in Player Frustration
Design Process
Design Process
Design Process
The Adventure Begins…
The Adventure Begins…
Designing for Cor Draconis was one of the first UI design experiences that I had. As such, I had much to learn, but came out of the experience with a wealth of knowledge that has helped me to this day. The missteps that I took along the way have taught me more than some of my classes!
Designing for Cor Draconis was one of the first UI design experiences that I had. As such, I had much to learn, but came out of the experience with a wealth of knowledge that has helped me to this day. The missteps that I took along the way have taught me more than some of my classes!






Cor Draconis took inspiration from medieval manuscripts for it's UI. We really wanted to make sure that it fit the art style the artists had chosen, which we worked to accomplish through the color choices and close collaboration.
Cor Draconis took inspiration from medieval manuscripts for it's UI. We really wanted to make sure that it fit the art style the artists had chosen, which we worked to accomplish through the color choices and close collaboration.




With this project, iteration was a necessity, as both teams I worked with had different ideas of what made sense. Different functionalities, such as the dungeon mini game above, were even created in the middle of development, and required a quick mind and an even quicker hand.
With this project, iteration was a necessity, as both teams I worked with had different ideas of what made sense. Different functionalities, such as the dungeon mini game above, were even created in the middle of development, and required a quick mind and an even quicker hand.
Take Aways
Take Aways
Consistency of Style
Consistency of Style
With such a specific style, keeping a library and learning to simplify was key.
With such a specific style, keeping a library and learning to simplify was key.
One of the most important lessons that working with Wolverine Soft taught me was to keep a library, and all design assets organized. It becomes increasingly easy as a project goes on to lose bits and pieces. For Wolverine Soft, with nearly 15 developers working with my assets, I needed to keep everything clearly organized for their sake, and for mine.
One of the most important lessons that working with Wolverine Soft taught me was to keep a library, and all design assets organized. It becomes increasingly easy as a project goes on to lose bits and pieces. For Wolverine Soft, with nearly 15 developers working with my assets, I needed to keep everything clearly organized for their sake, and for mine.




I have always loved overly-detailed art. And when I first started designing, I thought that would transfer over, but quickly learned that simplicity is key. After a few weeks of trying to replicate the incredibly detailed styling of medieval manuscripts, I managed to find an in between that made the UI more clear, and more accesible.
I have always loved overly-detailed art. And when I first started designing, I thought that would transfer over, but quickly learned that simplicity is key. After a few weeks of trying to replicate the incredibly detailed styling of medieval manuscripts, I managed to find an in between that made the UI more clear, and more accesible.




Take Aways
Take Aways
Importance of Iconography
Importance of Iconography
We created our own icons, and learned from it.
We created our own icons, and learned from it.
If there was one thing I could go back and change about this project, it would be the icons. When I was told to start working with icons, I wasn't familiar with the scores of icon libraries avaibale. So, I made the icons from scratch, with no experience working with vectors.
If there was one thing I could go back and change about this project, it would be the icons. When I was told to start working with icons, I wasn't familiar with the scores of icon libraries avaibale. So, I made the icons from scratch, with no experience working with vectors.




Even though I didn’t have to make my own icons, I learned from it. However, I wish I had spent more time making the interfaces coherent and clean, rather than going crazy with the visuals. It’s something I’ve been working on since my time at Wolverine Soft, and I think I’ve improved quite a bit.
Even though I didn’t have to make my own icons, I learned from it. However, I wish I had spent more time making the interfaces coherent and clean, rather than going crazy with the visuals. It’s something I’ve been working on since my time at Wolverine Soft, and I think I’ve improved quite a bit.
Take Aways
Take Aways
Escape Hatches
Escape Hatches
We designed with escape in mind, and it changed the way I work.
We designed with escape in mind, and it changed the way I work.
Working on Cor Draconis taught me many of the core UX design skills that I use today, but it taught me one lesson in force; always give users clear and easy ways to get out of every interaction. My project manager always stressed this to me, pushing me to add as many escape hatches as I could without over complicating my designs. At the time, I rolled my eyes, but now I thank her every time I design and remember to add those necessary components.
Working on Cor Draconis taught me many of the core UX design skills that I use today, but it taught me one lesson in force; always give users clear and easy ways to get out of every interaction. My project manager always stressed this to me, pushing me to add as many escape hatches as I could without over complicating my designs. At the time, I rolled my eyes, but now I thank her every time I design and remember to add those necessary components.

