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Ocean View Games
Fitting RuneScape's Desktop Interface onto a Phone

Fitting RuneScape's Desktop Interface onto a Phone

Before founding Ocean View Games, David spent over two years at Jagex as a Technical Developer, building the touch interface for RuneScape Mobile.

Summary

The challenge
RuneScape's desktop interface had almost two decades of panels, ability bars and pop-ups built for a mouse and a large monitor.
David's role
As a Technical Developer on the mobile team, David built the interface players see for almost the whole session and converted more than 40 legacy interfaces.
The result
One ability bar instead of five or more, rarely used interfaces moved into sub-menus, and around 5fps gained on a Samsung Galaxy S9 from the minimap toggle alone.
RuneScape had almost two decades of desktop interface behind it when Jagex set out to bring the full game to iOS and Android. Every screen had been designed for a mouse cursor and a large monitor: dozens of panels, ability bars and pop-up interfaces, all built to be clicked with pixel precision. David joined the RuneScape Mobile team in 2018 as a Technical Developer, after a year on the live game. The team started with three developers and two producers, and grew to around five developers, three quality assurance testers and three producers. David's job was the part players touch every second: the interface. That meant converting legacy interfaces onto a new mobile layer, designing the main mobile heads-up display (HUD) and making a desktop game's dialogue and menus work under a thumb. He worked on the project through development and the early alpha and beta testing, before leaving Jagex in 2019. RuneScape Mobile fully launched in 2021. Each Jagex staff member has a public "Mod" name; David's was Mod Edge.
How key parts of RuneScape's desktop interface changed for mobile
AreaDesktopMobile
Ability barsPlayers could show 5 or more at onceLimited to 1 on screen
Less frequently used interfacesVisible or one click awayMoved into sub-menus
Minigame and boss HUD overlaysAlways shownSelected overlays hidden on mobile
MinimapAlways on screenPlayer toggle, with the backpack and equipment filling the space
Non-player character (NPC) and player dialogueDesktop chat boxCustom full-screen dialogue with larger touch targets
Instructional text"Click" throughout"Tap" across quests, dialogue and interfaces
Legacy interfacesDesktop only40+ converted onto the new mobile layer
Before Mobile: Learning the Live Game

David spent his first year at Jagex working on live RuneScape updates, learning how the game and its interfaces were built.

Ninja Team

Ninja Team

David worked on the small team that ships quality-of-life updates and fixes based on player feedback, including the Aura Management interface, Quick Prayers and a rework of the in-game poll system.

Mining and Smithing Rework

Mining and Smithing Rework

On one of RuneScape's largest skill overhauls, David converted every monster drop in the game to the new salvage system and introduced new divination mining nodes for the higher tiers.

Interfaces and Visuals

Interfaces and Visuals

He also took on interface reworks and the graphical rework of the Earth altar and Gemstone Mine. This was hands-on experience with the legacy user interface (UI) that later had to work on mobile.

Deciding What Stays on Screen

A phone cannot show everything a desktop monitor can. Every interface came down to one question: does the player need this visible at all times?

One Ability Bar

One Ability Bar

On desktop, players could show five or more ability bars at once. On mobile, David limited the screen to one, keeping combat readable and the game world visible.

Sub-Menus for the Rest

Sub-Menus for the Rest

Interfaces players use less often, such as emotes, moved into sub-menus, so the essentials stay one tap away without crowding the screen.

Context-Specific HUDs

Context-Specific HUDs

Minigames and boss fights bring their own HUD overlays. David reviewed these and hid the ones that cost more screen space than they were worth on a phone.

Building the Mobile Interface

The aim was simple to state and hard to deliver: everything a player needs, within reach of their thumbs, without digging through menus.

The Mobile HUD

The Mobile HUD

David built the mobile top-level interface, the HUD players see for almost the whole session. Key actions were placed where thumbs and fingers naturally reach.

40+ Legacy Interfaces Converted

40+ Legacy Interfaces Converted

Many older interfaces had never moved to RuneScape's newer UI system. David converted more than 40 of them, giving them the new system's appearance and the mobile layer on top.

Full-Screen Dialogue

Full-Screen Dialogue

The desktop chat system's click targets were too small for fingers. David built a custom full-screen dialogue interface for NPC and player conversations that is easier to use and more immersive.

Performance and Polish

A mobile version has to run well on the phones players actually own, and read as if it was made for them.

Minimap Toggle

Minimap Toggle

Players can hide the minimap and side panel with a single tap, letting the backpack and equipment fill the space. On a Samsung Galaxy S9, this gained around 5fps.

UI-Level Performance Work

UI-Level Performance Work

David delivered performance improvements through the gameplay and UI systems, reducing what the game had to draw and update on screen.

“Click” to “Tap”

“Click” to “Tap”

Instructional text across quests, dialogue and interfaces was updated for touch, so the game never told a mobile player to click.

The Results

40+ Interfaces Brought to Mobile

Legacy desktop interfaces were converted onto the new mobile layer, rather than left as desktop screens squeezed onto a phone.

A Screen Built Around Thumbs

One ability bar instead of five or more, rarely used interfaces in sub-menus and a HUD designed for touch reach.

Measurable Performance Gains

The minimap toggle alone gained around 5fps on a Samsung Galaxy S9, alongside wider UI-level performance work.

From Former Colleagues

“David is a talented developer and a genuinely good person to work with. He cared about the quality of what he shipped and about the players using it. I'd happily work with him again.”

David brings the same approach to Ocean View Games' mobile porting work: audit every interface, decide what earns its place on a small screen, and design for thumbs rather than cursors. If your game was built for desktop, see our mobile porting service. Lessons from this work also shaped our own open-source Unity Mobile Performance Architecture toolkit.

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