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t1k:designer:base:mobile

FieldValue
Modulebase
Version1.13.2
Effortmedium
Tools

Keywords: design, mobile design, mobile game, UX

/t1k:designer:base:mobile

  • Designing session pacing or game loops for mobile
  • Planning retention mechanics (daily quests, login rewards, streaks)
  • Designing push notifications or re-engagement strategy
  • Choosing portrait vs landscape layout
  • Handling battery, thermal, or memory constraints
  • Designing FTUE (First Time User Experience) onboarding
  • Handling interruptions (phone calls, backgrounding)
  • Optimal session: 3-5 min/level, 15-20 min/session, 3-5 sessions/day
  • Micro-sessions: meaningful progress in <2 min (collect rewards, quick battle)
  • Save-anywhere: auto-save after every action, exact resume
  • Interruption: phone call/notification → auto-pause, seamless resume
  • Offline progress: idle rewards accumulate (cap at 8-12 hours)
  • Loading: <3s cold start, <1s hot resume, show tips during loads

→ See references/session-design.md for session bookends, micro-session patterns, idle rewards

  • D1/D7/D30 targets: 40-50% / 15-25% / 5-10%
  • Daily login: 7-day escalating cycle, streak bonus, gentle reset (don’t punish 1 missed day)
  • Daily quests: 3 easy + 1 medium + 1 hard, complete 3/5 for bonus, midnight local refresh
  • FTUE: 5-10 min, 3-5 guided actions, first win guaranteed
  • Win-back: 3-day absence → comeback notification, welcome-back bonus on return
  • Social: friend list, gift sending, guild contributions, leaderboards (friends only, not global)

→ See references/retention-mechanics.md for event cadence, notification timing, social hooks

  • Battery: <5% drain per 30-min session, reduce effects on low battery
  • Thermal: Adaptive Performance API to reduce particle/shader complexity on heat
  • Memory: 1.5GB (low-end) / 3GB (mid) / 6GB (high) — always have fallback quality tier
  • App size: <150MB initial download, <500MB total installed
  • Frame rate: 30fps default (battery), 60fps option (quality), NEVER unlocked (thermal runaway)
  • Screen: support 4.7”-6.7”, safe area insets (notch, punch-hole, pill)
  • Orientation: portrait = one-hand casual, landscape = immersive/action — pick ONE

→ See references/platform-constraints.md for safe area implementation, quality tiers, network handling

DecisionMobile Rule
Session target15-20 min, 3-5 sessions/day
First winAlways guaranteed in tutorial
NotificationsMax 2/day, opt-in, respect quiet hours
Frame rate default30fps (battery); 60fps opt-in
Initial download<150MB
OrientationPortrait OR landscape — never both
Offline cap8-12 hour idle reward accumulation
#Anti-PatternProblemFix
1Session too long (>30 min)Players drop mid-sessionDesign natural 15-min pause points
2Aggressive notifications (5+/day)Uninstall spikeMax 2/day, content-relevant, opt-in
3Strict streak punishmentCasual players quit after 1 missGentle reset — keep streak bonus, not penalty
4Uncapped frame rateThermal throttling, battery drainLock to 30fps default, 60fps toggle
5No safe area insetsUI clipped by notch/pillApply Screen.safeArea on all edge UI
6Global leaderboards onlyNew players always lastFriends + rank-range leaderboards
  • engine mobile skills (auto-activated via registry) — mobile optimization, texture compression
  • engine mobile UI skills (auto-activated via registry) — touch input, gesture handling, safe area insets
  • game-economy-design — Session economy rhythm, daily quest rewards, ad integration
  • game-ux-design — HUD layout for mobile, FTUE flow, onboarding UX
  • puzzle-game-design — Casual mobile puzzle pacing and session design
FileCoverage
references/session-design.mdSession structure, micro-sessions, offline progress, loading
references/retention-mechanics.mdD1/D7/D30 targets, daily quests, FTUE, win-back, social
references/platform-constraints.mdBattery, thermal, memory tiers, app size, screen/orientation
  • Thumb reach ≠ screen real estate — a button in the top-right corner is on-screen but unreachable one-handed on a 6.7” device. Validate with the bottom-half rule.
  • Session length is set by your retention loop, not your wishes — if your D1 says 90s sessions, designing for 5-min runs guarantees churn.
  • Battery + thermal budgets cap render quality — sustained 60fps on mid-tier Android at high quality is a myth; design with thermal throttling in mind.