Jimmy Hsu

Systems design at scale

Architected Xbox's cross-platform design infrastructure for universal scalability.

Design systemsTokensCross-platformAdoption
Role
Product designer
Surfaces
5 platforms
Live at
play.xbox.com

Overview

What began as defining grid structures and early Figma-variable use grew into a multi-year infrastructure project that changed how Xbox designs at scale across mobile, handheld, desktop, web, and TV.

The same Xbox layout scaling across TV, laptop, phones, and a handheld.

Problem & opportunity

As Xbox experiences multiplied across surfaces, we had multiple libraries, inconsistent delivery, and players moving toward multi-endpoint play. Standardizing how we built would save time and ship more consistent experiences, more often.

Xbox profile on console, phones, and PC — multiple libraries, inconsistent delivery, and multi-endpoint play.
The same Xbox system on desktop, mobile, and web.

Approach

A page-by-page migration proved unrealistic — it meant maintaining two apps. Mapping the product end-to-end showed the real bottleneck was components, not pages, so we shipped reusable pieces in batches to compound progress.

I paired that with documentation that reduced ambiguity: when to use a component, how it behaves across breakpoints, and the accessibility it guarantees for free.

Home layouts scaling across seven breakpoints, from small phone to extra-wide desktop.
A Game Pass title page designed once and scaled across four widths.
Component groups for a Library header at extra-small and medium breakpoints.
A Game Pass title page at two breakpoints, with the grid visible.

Impact

It's live on play.xbox.com. The system scales to every screen size, cut delivery costs and duplicate work, and freed teams to focus on innovation — while helping designers think more in systems.

Want the full walkthrough or the numbers behind this work? Get in touch.