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Dragons Lake — cover

Concept · UX/UI · Design System · Games

Dragons Lake — a game studio that looks the part.

For a senior engineer, the studio's own website is the first tech demo. Dragons Lake shipped work on AAA titles like Outriders and Godfall, but next to giants like Keywords and Virtuos it was a smaller name — and its hardest problem was hiring. I designed its site from scratch as a business card and a careers hub in one: AAA proof up front, a dark, high-craft interface, and a short path from openings to Apply.

2audiences — candidate & client
4career tracks — Eng · Art · Design · Ops
3breakpoints (375 / 768 / 1440)

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RoleConcept, UX & UI Design + design system — end-to-end
ClientDragons Lake — multi-genre AAA/AA+ game development studio · co-development & porting for PC & consoles
ScopeFull responsive site — Home, Services, Career, University, recent work & case studies · design tokens + dev spec

Background

Great AAA work, quietly told — and a talent market on fire.

Dragons Lake does console-grade co-development and porting on AAA and AA+ projects, but had no site to show it. Experienced game specialists are scarce, and the big studios out-spend everyone for them. The brief: a studio that reads as premium and technological — enough for a senior engineer to apply, and for a publisher to trust it with a console milestone.

The home page: Pragmatic game development to support sizable AAA titles — we get hired to build must-play games

Challenge

A smaller name, competing for the scarcest people.

  1. Visibility. Keywords (12,000+ people) and Virtuos (4,000+) win on scale; Dragons Lake had to win on craft and focus.
  2. Hiring. Senior engineers and artists judge a studio by what it has shipped — and by how its own site looks.
  3. Trust. Producers and publishers need proof a partner won't miss a console milestone.

Discovery

The site isn't a brochure — it's the studio's first tech demo.

Work started with client discovery and competitor research, then a sitemap and grey wireframes. The market signal was clear: hiring senior game talent is the industry's hardest problem, and employer brand is the lever. A studio that builds a beautiful, fast, technological site proves it can build beautiful, fast, technological games.

Client discovery and roadmap board, and the sitemap: home, services, portfolio, news, career, contacts
Grey wireframes for every page: home, services, career, internship, cases, events, contacts, vacancies
WhoFearsWhat closes it
Senior game-dev specialist · candidate (primary)Low-tech work after AAA; a no-name studio; a site that looks cheap; an outsource-conveyor vibe; friction in applyingReal AAA and console proof; a visibly high-craft site; clear role tracks; fast Apply and "Let's talk"
Producer / publisher · co-dev & porting clientA partner that misses a milestone; hidden technical gaps; NDA and IP risk; poor communication; a team that can't scaleA shipped AAA track record; detailed case studies; clearly scoped services; a presentation that reads "safe pair of hands"

No documented personas were handed over — these come from market research and the site's own logic.

Thinking

Prove you're real — then attract, then grow your own.

Both audiences share one pain: credibility. Close that first, and the hire or the deal follows.

MoveIn the siteWho it serves
Prove the craftA dark, cinematic interface with custom motion and a tight responsive buildBoth
Detailed case studiesAAA titles up front; each case told as challenge → tech → resultBoth
Careers as the heroOpenings by department, vacancy search and filters, easy Apply, a conversational "Let's talk"Candidates
Grow your own talentA University / academy page for aspiring developersFuture candidates
Sell services quietlyFull development, co-development, porting — clearly scopedClients

Outcome

Every page earns a hire or a lead.

The site has two jobs — convince, then convert. At its centre is the page that carries the studio's hardest job: careers.

Careers at the centre

Openings grouped by department — game and level design, engineering and QA, art and UI, management and operations. Search by location, team and level, see the filters as chips, apply in one short form.

Vacancy search on mobile: location, team and level filters, results with active chips
Join a triple-A team — the openings grid
Search dropdowns, the Apply form and its states, the four department cards

Proof in depth

About us says what the studio does and shows the titles it had a hand in. Case studies go deep — task, solution, key highlights, what the client says — because for an engineer or a producer, depth is the trust signal.

About us — full game development on any platform, and the team behind remarkable titles
Case studies — Outriders, Life is Strange: True Colors, Godfall
A case study page — Godfall: task, solution, key highlights, client quote, Let's talk

Growing its own, selling quietly

An education call to action says the studio doesn't only hire talent — it grows its own. Services explain full development, co-development and creative services, each with its own page.

Careers block and the education call to action — we have education
Services — full development, co-development, creative services

What shipped

Client discoveryCompetitor researchSitemapGrey wireframesTechnological UICareers hubOpenings by departmentVacancy search & filtersUniversity / academy pageConversational "Let's talk"Co-development & porting servicesDetailed case studiesCustom motionResponsive (375 / 768 / 1440)Design tokens + dev specGames

Results

The live site is gone — the design is the record.

Dragons Lake was later absorbed into its parent group, Room 8, and the original site is no longer live. The build still lives in the Awwwards directory, where it earned an Honorable Mention. This case shows the design, prototype and system as the record of the work.

Looks its level

A technological interface built to win scarce senior talent.

How→HowThe site as a tech demo
  • Dark, cinematic UI
  • Custom motion
  • AAA titles up front
  • A tight responsive build
Aimed at the studio's hardest problem: hiring.

End-to-end delivery

Research, wireframes, prototype, UI, responsive build spec and a tokenised system.

What I did→What I didConcept to dev spec
  • Client discovery and competitor research
  • Sitemap and grey wireframes
  • Prototype and UI
  • 375 / 768 / 1440
  • Design tokens and dev spec
Designed from scratch — there was no previous site.

Recruiting, first-class

Careers built as the core of the site, not a link in the footer.

What's in it→What's in itThe careers hub
  • Openings by department
  • Search by location, team and level
  • Filter chips and results count
  • Short Apply form with states
  • "Let's talk" for candidates and clients
Plus an internship and education track.

Recognised craft

The site earned an Awwwards Honorable Mention.

Recognition→RecognitionAwwwards
  • Honorable Mention
  • Still listed in the Awwwards directory
The only external signal available — no traffic or hiring data was shared.

Selected screens

A dark, technological interface — the studio's first tech demo.

The home page in the browser on the studio's blue
The palette — black, cool grey, white, blue — and the typeface
Vacancy search on mobile: filters, chips, results
Let's talk
A news article at desktop, tablet and mobile
Explore our recent work — Godfall, co-development