Systems design at scale

I worked on defining grid structures and early variable use at Xbox which turned into a multi-year infrastructure project that has changed how Xbox designs at scale across mobile, handheld, desktop, web, TV.

Role

Product designer

Worked across

  • Design tokens & foundations
  • Component libraries & patterns
  • Documentation & adoption
  • Cross-surface consistency

Partnered closely with

  • Product designers
  • Client engineering
  • Accessibility

Problem & opportunity

As Xbox experiences multiplied across web, console companion apps, and smart TV, we had multiple libraries and tech stacks, inconsistent delivery, and players moving towards multi-endpoint play. If we could standardize how we built across Xbox, we would save a ton of time, and deliver more consistent experiences more often.

Composite showing a consistent Xbox-style dashboard across a TV, laptop, two phones in portrait and landscape, a handheld console, and a mixed-reality window over a living room: shared hero art with aircraft, Forza Horizon 5 tiles, and channel labels.

Vision

One scalable design system that keeps Xbox experiences recognizable, accessible, and fast to ship—no matter which surface a team is building for.

Xbox experience across surfaces: a TV shows a full profile for StormYeti with Welcome, Social, and Gaming tabs; a laptop shows the web library for Yumi Floods with game tiles; two phones show portrait and landscape profile and rewards views with consistent dark theme and Xbox green accents.

Story

Early variable prototype

After Figma variables shipped, I prototyped component-wide scaling through a small set of sizing variables for handoff—fewer hard-coded values and less screen-by-screen breakpoint work. We framed design-once-scale-everywhere as lower cost and a clearer read on how to serve customers, especially across multiple Xbox endpoints, so quality held up wherever people played.

I ran a cost exercise with engineering leaders, which ultimately funded this project. The entire org needed to upskill on how to build for the web. We needed a way to make that more feasible so we could start reaping the benefits sooner.

Approach 1

First approach: Page by page migration

I had scoped out the home page as an early candidate and floated the idea of full page migrations to help break up the work. My rationale was that our teams were arranged by device endpoint, so each group could independently conduct the migration when they were ready.

I later learned that would mean maintaining two apps, which would introduce a lot of complexity. We lost a few weeks chasing a page-level migration that wasn’t realistic.

Low-fidelity blue wireframe of the Xbox Game Pass home layout: vertical sidebar with navigation icons, Game Pass header, editorial row, filter pills, and rows of square tiles for Recently added, Most popular, Picks for you, and Browse by publisher. High-fidelity light purple mockup of a search results page: sidebar, search field, heading Search results for placeholder text, and a grid of tiles grouped under Play with Game Pass, Games, Add-ons, and Subscriptions.

Approach 2

Second approach: Component-based migration

After feedback, we mapped the app end-to-end and saw the same components repeating across platforms. Page-by-page wasn’t the bottleneck—components were.

Leading with components let us ship reusable pieces in batches and compound progress instead of grinding one screen at a time.

Three UI mockups in one row: desktop Xbox Game Pass with Storm Yeti profile, sidebar navigation, What’s Happening banners, and Recently added tiles; narrow mobile view with Ultimate badge, Call of Duty Black Ops 6 hero, channel avatars with online status, and bottom nav; web Xbox Cloud Gaming (Beta) with search, Jump back in row, Fortnite and Announcement cards, and Play with friends row.

Grid systems and variables

Documentation & adoption

The hardest part of a system isn’t the first release—it’s keeping teams aligned as the product evolves.

  • usage guidance,
  • migration paths,
  • examples grounded in real flows.

I focused on documentation patterns that reduce ambiguity: when to use a component, how it behaves across breakpoints, and what accessibility guarantees come “for free.” That lowered repeated questions and made reviews faster for both design and engineering partners.

Training slide titled Try it out: scale a comp from xSmall to Medium by attaching a Breakpoint variable to the frame, with Figma-style property panels and a dark Xbox Library mockup with My Games, collections, and queue tabs.

Impact: We’re live!

Open play.xbox.com
  • Scale to every screen size
  • Cut delivery costs and duplicate work
  • Freed teams to focus on innovation
  • Helped product designers think more in systems
  • Migration complete