Redesigning an Xbox Game for Mobile
Since this project is still in development, I am unable to showcase any screenshots of my work or the remake itself. However, here is a trailer of the original 2010 game:
Design touch first interactions that preserve the responsiveness and competitive feel of the original Xbox experience while remaining intuitive for new mobile players.
Created responsive interactions through visual, haptic, and audio feedback, helping players understand when actions were registered and making gameplay feel faster and more satisfying.
Designed customizable control layouts and accessibility-focused options that accommodated different play styles, hand sizes, and player preferences without sacrificing competitive responsiveness.
Simplified navigation across menus, matchmaking, and gameplay by designing predictable state transitions and clear system feedback, helping players stay oriented throughout the experience.
Raskulls was originally designed around physical controllers, large televisions, and players sitting several feet away from the screen. Simply shrinking the interface for mobile would make the experience frustrating and imprecise.
New Input
Unlike the original Xbox version, the mobile version relied entirely on touch controls. This required redesigning interactions around virtual joysticks and on screen buttons while maintaining the speed and precision expected in a competitive platformer.
Solution
Large touch targets
Input forgiveness
Feedback (visuals, haptics, audio)
Modern UI/UX
The original game was designed around 2010, before many modern mobile interaction patterns existed. Our goal wasn't simply to recreate the interface—it was to redesign it around modern usability expectations while preserving the original identity.
Solution
Modern navigation
Clear hierarchy
Reduced complexity
Screen Space
Mobile devices provide significantly less screen space than the TVs the original game was designed for, forcing us to prioritize the most essential information. We simplified the interface, made layouts responsive, and respected each platform's safe areas to reduce clutter.
Solution
Simplified layouts
Safe areas
Responsive UI across different devices
The controls of the game are a vital part of the user experience as they are the method through which users provide input. Since the game is a competitive game, the controls had to be so intuitive that the user would not have to think about them as that would distract them from the game itself. Movement and interactions should become automatic through consistent behavior. Here are the key interaction improvements I designed:
While working on the game, I found that players judged interactions less by whether they technically worked and more by how responsive they felt. A jump that is technically accurate can feel sluggish and a menu can be usable while still feeling frustrating. This led me to approach gameplay through a UX lens where every interaction should communicate clearly, respond immediately, and reinforce the player's expectations.
Good interaction design reduces uncertainty by clearly communicating when the system has registered input and what happened as a result. Therefore, as well as optimizing interactions so users can accomplish tasks efficiently and confidently, I made it so that the interactions are also satisfying, responsive, rewarding, and emotionally engaging.
Challenge
The game contains multiple menus, and online multiplayer states, creating many possible navigation paths. Players needed to move between these states without becoming confused or losing context.
Solution
We designed navigation flows around player intent, ensuring transitions between menus, gameplay, matchmaking, and error states were predictable and easy to understand. Every screen communicated what was happening, why it was happening, and what the player should do next.
Examples
Clear error overlays for network and server issues.
Matchmaking and waiting state screens.
Countdown and lobby status updates.
Notifications when players disconnected mid match.
Consistent navigation patterns across all menus and game modes.

