
Subway Surfers
Season Redesign
Subway Surfers is a staple for mobile games. Our teams role has been to both manage and retain what people already love whilst still surprising with fun new features.
Role
Lead UI/UX Designer
UI, UX, play-testing (usability, et al), animations, line management, A/B testing, implementation
Responsibilities
I helped the team create features from beginning to end, solve live obstacles, manage a team of great designers and artists.
When?
2020 -
Achieving seasonal goals can sometimes feel confusing to players. We decided to redesign our season to follow more typical season pass designs. For us, the opportunity was how our genre and large player-base affects our design thinking.
A fresh go allowing us to restyle, consolidate, and attack our fundamental UX opportunities.
Season Redesign
The original design and interface
At times scattered individual features not completely tied together. Although progressing to become a more performant and enjoyable game over the years, tweaks and individual feature-changes has made an experience that is more difficult to get into than it needs to be.






Seasons Overhaul
Make it simple and give it a modern interface! A consistent UI overhaul, new consolidated design, and a UX that takes what’s most important directly to you.

Getting started - UX
Early on and throughout I want designers, devs, project managers & owners to know what the flow and feel will be like.
Here’s a slice of what it looks like to enter a run and how it ends with the new quest system. My team gets active updates & prototypes. Iteration is fast, and I can gauge first impressions quickly.
How do you update the style for a live game that’s been out forever? Update as much as you can while keeping the old wherever possible. Subway has changed styles before and will hopefully do so many times again.
Visuals





I’ve worked on Subway for a long time. This is just one of many changes. Reach out if you’re interested to see more!
Check out my other stuff