Shadow of the Colossus Go

A mobile app concept inspired by my favorite video game - Personal Project

Duration:  Approximately 4 Months
My Role:  Sole Designer

 

Case Study: Keeping Track of What Matters

Leading product design from concept to launch for an IoT-connected tracking app focused on real-life peace of mind.

 

Let the Legend Come Back to Life

An Overview

There I was—out on a walk, playing Pokémon Go—when a wild idea hit me:

What if, instead of chasing tiny creatures… you were tracking down something massive?

Inspired by one of my all-time favorite games, Shadow of the Colossus, I challenged myself to reimagine it as a modern mobile experience. Something that honored the tone and emotion of the original, but brought it to life with clean, intuitive UX and a mobile-first mindset.

This wasn’t about IP. This was about love—for games, for stories, and for UX craft.

 

Be mindful of your surroundings

 

Problem Solving

The real question was: What should this feel like?

Not just how it looked—but how it moved, breathed, and haunted you.

I wasn’t designing just another mobile experience. I wanted something with awe, weight, and the eerie beauty of standing alone against impossible odds. You’re not collecting. You’re hunting titans.

The challenge?
Reimagine an iconic console game for mobile—without losing its soul.
Make it immersive. Make it minimal. Make it new.

It all started with a marker board and too much coffee.

 

The Path Became Clear

Final Wireframe

The final design embraced minimalism—every screen kept your focus on the journey ahead. The UI was stripped back on purpose, so the world and its giants could take center stage.

The options menu animates upward—a subtle nod to the original game’s design language. I planned a simple onboarding, followed by a bold map view featuring a new compass mechanic to guide your hunt.

Here are the final wireframes:

 

Guiding Light

Compass Concepts

The first idea explored orbiting icons around the user’s location—concentric rings that would connect based on distance. Cool in theory, but in practice? A chaotic mess. That concept was tossed.

The second concept took inspiration directly from the source: guiding light beams. Just like in the original game, rays of light would point toward your next destination. From there, I refined the screen layout and UI until it all felt intuitive, immersive, and worthy of the hunt.

 

Light The Path

Technical Details

I even thought about the mechanics around such a bold new feature in a mobile app. Below is a visual to illustrate the details.

 

A Delightful Success

Fun Training 

After dedicated and careful work, the 3 main screens were finished.

 

Here is an example of the interaction design I imagined for this project. Delightful simple transitions spark user delight.

Full APP Flow

I wanted to see the full picture- so I made it

 

Augmented Camera

Like Pokémon GO—but on a mythic scale.

The augmented camera was designed to deliver a jaw-dropping sense of presence and scale. Imagine suddenly facing a towering colossus mid-walk.

Some encounters were meant to be more physically active—encouraging walking, running, or even teaming up with other players to take down these giants together.

 

The Colossi

Thinking big

Each colossus was reimagined with unique mobile visuals, inspired by the original in-game statues. I focused on maintaining their iconic forms while adapting the look for a clean mobile interface.

 

Full Design System

Because Why Not?

Just to make sure I thought about all the details.

 

The final thoughts

This was such a fun and refreshing design challenge! It felt amazing to break away from typical feature work and explore something personal, imaginative, and a bit wild. I also rediscovered my love for vector art—turns out those old skills are still sharp. Getting to flex and test them in a UX context was a blast.

 


 

Thank you for your time

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