SLIME RANCHER — MOBILE
Slime Rancher is a first-person life simulation adventure originally released on PC and console. I worked as Game Director & Lead Game Designer on its mobile adaptation, leading the creative and product vision, gameplay adaptation, controls, pacing and UX while preserving the identity of the original experience.
Adapting the experience without losing what made it work.
My role was to help determine how Slime Rancher could become a convincing mobile experience without losing what made the original game work.
I conducted a creative and product vision audit, worked closely with Monomi Park and Playdigious, led a team of two Game Designers and remained directly involved in gameplay and UX adaptation throughout production.
Adaptation Vision
Audited the original experience and defined priorities for the mobile version, identifying what needed to remain untouched, what needed to evolve and where mobile constraints required deeper changes.
Product Trade-Offs
Worked with Monomi Park and Playdigious on feature prioritization, production constraints and player expectations, making trade-offs to preserve the core experience within budget and schedule.
Mobile Gameplay & UX
Led the adaptation of controls, pacing, interactions and UX for mobile while coordinating with engineering and art to maintain usability, performance and overall experience quality.
Translating First-Person Interaction to Mobile
Slime Rancher depends heavily on movement, aiming and frequent interaction with the world. Adapting those actions to mobile meant refining controls and interactions around a very different input context.
Preserving the Original Experience
The goal was not to redesign Slime Rancher for the sake of change. A large part of the direction consisted of identifying which compromises were acceptable, and which would damage the identity of the game.
Designing With Platform Constraints
Gameplay, pacing and UX decisions were continuously evaluated against mobile usability and production constraints rather than treated as isolated problems.
- Role
- Game Director & Lead Game Designer
- Studio
- Old Skull Games
- Partners
- Monomi Park, Playdigious
- Genre
- First-Person Life Simulation Adventure
- Platform
- Mobile
- Original Platforms
- PC · Console
- Design Areas
- Game Direction - Mobile Adaptation - Gameplay Design - Controls - UX - Pacing - Feature Prioritization - Team Leadership
- Year
- 2026