Role: Senior UI UX Designer

Overview
Following the mobile success of Marvel Strike Force, 2K Games set out to develop XCOM Legends, a mid-core portrait mobile RPG designed to compete directly in the squad-based brawler market. The project was co-developed with Chimera Entertainment in Germany, where a dedicated UX designer led local development efforts.
As an external independent UI/UX developer, I participated in weekly development calls with the global team to help shape and refine the mobile experience. The primary goal was to translate core XCOM mechanics into an accessible mobile format while introducing key brawl RPG features—squad management, turn-based combat, and streamlined progression systems—tailored for portrait play.
With the UI/UX Director transitioning off the project mid-development, my role focused on helping maintain design continuity and ensuring the experience stayed consistent with 2K’s brand quality and usability standards. The objective was to evolve XCOM into a visually engaging, mobile-optimized experience that could stand alongside leading titles in the genre.
Goals: The goal of the XCOM Legends project was to bring the iconic XCOM franchise to life as a portrait-format, mid-core RPG battler for mobile. The focus was on adapting squad-based, turn-based combat into a faster, more accessible mobile experience while retaining the tactical depth fans expected. The objective was to create a visually engaging, competitive brawler-style RPG that could stand alongside titles like Marvel Strike Force in the mobile market.
Challenges: The XCOM Legends project faced major challenges with communication and alignment across remote teams, including Chimera Entertainment in Germany. Limited meetings, time zone gaps, and isolated development often slowed progress.
Adapting to an incomplete design system was another hurdle. The portrait mobile format constrained UI real estate for a mid-core game, and the existing macro style guidelines were inconsistently documented and applied. Many layouts were not properly implemented, creating visual and functional inconsistencies.
Additionally, business and design goals often diverged, leading to long development cycles and lost efficiency across 2K’s internal teams.
Solutions: My role on XCOM Legends was to support the internal development team by providing design guidance, reducing their workload, and refining key player-facing features. I took ownership of the Login Streak Bonus Rewards system—designing the end-to-end user flow, visual development, and animation concepts for the reward chest, text effects, and presentation.
I also created Daily Reward Login concepts and mockups for 5-, 7-, and 30-day cycles, ensuring a consistent and engaging visual experience. These contributions helped streamline production and elevate the overall polish of the mobile experience.
Outcome: The mobile title XCOM Legends soft-launched on July 13, 2021 for Android and later expanded to iOS. Despite the franchise strength and mobile effort, the game remained in a limited release. In March 2024 it generated only around US$2,600 in monthly revenue and lifetime earnings were estimated at about US$87,461. The game was ultimately removed from stores in March 2024 and officially ended service on May 7, 2024. 
Although the project did not meet long-term commercial goals, it provided valuable experience in mobile design, global collaboration, and aligning a mid-core IP for portrait mobile devices—lessons that helped refine design systems and processes for future projects.
Login Streak Bonus Rewards end-to end user flow and concepts to implementation

Focus: End-To-End Flow, Visual Development for Reward Chest Treatment, Text Font & Effect, Animation Concepts for this zone on the mockups

Final Implementation done by Chimera Entertainment Development Team in Germany

Daily Reward Login Concepts

Daily Rewards Login Concepts and Mockups for 5,7, 30 days

Early Access

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