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Jessica Fleur

Case study · The Grinch: Christmas Adventures

Bringing The Grinch to Mobile

Led design on a console platformer’s move to iOS and Android, for two thumbs on glass.

The game

The Grinch: Christmas Adventures is a Dr. Seuss platformer by Casual Brothers and Outright Games, brought to iOS and Android by Exient.

Role
Design Lead
Date
2024
Team
1 designer, 1 artist, 2 engineers and 1 QA, with me as lead. I set the direction, ran the build reviews, and stayed accountable for what shipped.
Skills
  • Design Direction
  • Team Leadership
  • Cross-Platform Design
  • Interaction Design
  • Cross-Discipline Collaboration
Tools
  • Figma
  • Confluence

The challenge

The Grinch: Christmas Adventures was designed for a controller: two sticks, face buttons, a player sitting back. Moving it to iOS and Android meant rethinking everything for touch. A spec doesn’t tell you how a port feels, so I set the bar through builds instead: run it with a phone in my hands, find what broke, say exactly what was wrong.

01

A Gamepad Game, Remapped for Two Thumbs

The Grinch has you move, jump, throw snowballs, fire a lasso and steer a snowboard, often several at once, all of it designed around buttons you don’t have to watch. I had the designer map a virtual stick and buttons straight across from the controller, and ruled out gesture controls: swipes are sequential, and a platformer needs you holding a direction and pressing something else at the same time. The direct mapping kept the timing, and anyone who’d played it on a controller already knew where everything was.

The shipped layout: stick under the left thumb, actions under the right
02

Still the Same Game

The bar was simple to state and hard to hit: someone who’d played The Grinch on a console should recognise the phone version as the same game, not a smaller one.

That ruled out both shortcuts every port offers. One is quietly dropping whatever doesn’t work on the new platform, which is how ports shrink. The other is bloating the interface to cover the mismatch, filling the screen with controls until the game is just a slot in the middle.

03

Thinning Out the Snowboard Controls

The snowboard sections came across from console intact, but the full platforming control cluster was still sitting on top of them. I asked the designer to drop the cluster on those runs and leave one boost button in the corner, because a downhill run doesn’t need the platforming verbs. They play the way they did on console, with the controls thinning out to match.

A downhill run, down to one button
04

What Shipped

The mobile version went out in December 2024 on the App Store and Google Play, in time for the Christmas window.

One of the screenshots it went to store with