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Design systems have become a popular topic of discussion lately. The consistency, efficiency, and organization they bring can help perpetuate the mission and feel that a product is trying to convey. The advancement of these systems has driven me to my own deep dive, to learn how they work and how this value is provided.

Bridging the Gap

An issue I often read about with design systems is the alignment between Design and Engineering. I’m sure someone could go on and on about where to point the fingers in this situation, but that won’t be me. …

Create customizable controller navigable menus in a pinch with these Interaction templates for Figma!

Don’t have time to read the whole article? Check out my Controller Prototyping Templates here: https://www.figma.com/community/file/973739479806359976/Controller-Prototyping-Template

In my previous article, I explored gamepad/controller menu prototyping using Figma’s new Interactive Component feature. A product of that time spent was a template for gamepad menus. After releasing the article, some fellow Figma users reached out asking for the templates, so I decided to clean them up and write a short post on how to use them.

Auto Layout Woes

You may skip this section if you’re not a giant Figma nerd.

Interactive Components for Figma are here! How can we apply it to gamepad menu prototyping?

Heading image for my article including a visual of my Figma prototype as well as my name, Andrew Still.
Heading image for my article including a visual of my Figma prototype as well as my name, Andrew Still.

Don’t have time to read the whole article? Check out my final prototype here: https://stillxp.gg/prototypes/injustice

If you happen to work like me, then you can understand the trouble of being easily sidetracked when working with new tools. Learning their basics can spiral endlessly into a rabbit hole of plugins, tutorials, and YouTube videos. For that reason, I prefer to keep my work all in one place, and Figma has become my go-to.

Andrew Still

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