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
Role
Product designer
Worked across
- Design tokens & foundations
- Component libraries & patterns
- Documentation & adoption
- Cross-surface consistency
Partnered closely with
- Product designers, engineers, and system 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.
Vision
One scalable design system that keeps Xbox experiences recognizable, accessible, and fast to ship—no matter which surface a team is building for.
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.
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