


Dragons were created as a new progression vertical that deepened immersion and opened up meaningful monetization opportunities. The system needed to deliver on the fantasy of raising a dragon while creating long-term engagement and strategic value inside the core game loop.


I led the UX vision and execution for the dragon system , owning the feature from early concept through implementation. I worked with the game sytem designers to craft a user flow where users can navigate from leveling up thier dragon to customizing how the dragon looks and then sending the dragon out to battle.

The dragon system became a cornerstone feature that elevated both the emotional depth and the economic design of the game. The introduction of dragons established a new long-term progression pillar within the game and expanded strategy by introducing a unique, upgradable troop type that strengthens thematic immersion and player attachement.


























