
MY ROLE

IO INTERACTIVE, 2K in BRIGHTON, ENGLAND
I started working on 007: First Light in November 2025, and the game was released on June 16th, 2026.
I joined the team 8 months before the game release, where I helped out finalising the game, designing missing menus, reviewing the game for high-priority UX problems, which I designed and saw to implementation
LAUNCH TRAILER:
FULL GAME:

STORES

IN-GAME STORE
DESIGN & PURCHASE FLOW
For a fast and smooth workflow, I create wireframes in early development and later detailed mockups for new UI menus and gameplay features.
This was used to confirm with Gameplay Designers the player experience and with Engineers if it was possible to implement, as well as creating priorities and work planning.
MAIN STORE
MENU STRUCTURE
Organising the options on the pause menu, we set up a new order of the content that fit better for the type of content and allowed for new items to be added in seamlessly later as the game grew. Future-proofing the design.
I also set up the design for when the menu options should be locked, and implemented this in Unreal.


HUD & GAMEPLAY

INSTINCT FEATURE
NEW HUD LAYOUT
Across the game, we have several real objects that can be interacted with to open new menus. They use the same menu structure to keep it familiar and the UI simple to understand, so players can focus on the 3D object in the middle.
Wardrobe (character outfits), Garage (Cars), Stable (Horses) and Weapon Locker (Weapons).
I helped unify the design across all menus and as the features extended with purchase potential for all screens.
HUD STATES
WIDGET STATES
pass on when some of the HUD widgets should be shown or hidden.
There was not enough time to implement this design for the launch build, but it is part of future updates to give players a more cinematic and clear experience.
I set up the structure of what players should learn, what we need to repeat to make sure it's remembered, wrote Tutorial texts, and implemented the texts in Unreal.
We set up the design for both small Tutorials to show during gameplay to not be too interruptive, and large Tutorials with images and more text to explain a feature more in depth.


DOOR INTERACTIONS
DOOR STATES
The Tutorials for Mafia: The Old Country were built into the story and different chapters.
I set up the structure of what players should learn, what we need to repeat to make sure it's remembered, wrote Tutorial texts, and implemented the texts in Unreal.
We set up the design for both small Tutorials to show during gameplay to not be too interruptive, and large Tutorials with images and more text to explain a feature more in depth.



TUTORIAL WRITING
NEW HUD LAYOUT
Across the game, we have several real objects that can be interacted with to open new menus. They use the same menu structure to keep it familiar and the UI simple to understand, so players can focus on the 3D object in the middle.
Wardrobe (character outfits), Garage (Cars), Stable (Horses) and Weapon Locker (Weapons).
I helped unify the design across all menus and as the features extended with purchase potential for all screens.

OWNING KEYBOARD+MOUSE

GAMEPLAY AND MENU KBM BUTTONS
PC CONTROLS
I worked on all aspects of the HUD across the game, damage, and health states.
A core pillar of the game was to keep the information and UI minimalistic, so we opted to use icons over text, and we focused on giving the right information at the right time and hiding UI when it wasn't needed to allow the game visuals and cinematic style to really shine.
MENU NAVIGATION
ON KEYBOARD MOUSE
The Tutorials for Mafia: The Old Country were built into the story and different chapters.
I set up the structure of what players should learn, what we need to repeat to make sure it's remembered, wrote Tutorial texts, and implemented the texts in Unreal.
We set up the design for both small Tutorials to show during gameplay to not be too interruptive, and large Tutorials with images and more text to explain a feature more in depth.


FEATURES AND GAME MODES
BOOTFLOW OPTIONS
FIRST OPTIONS IN BOOTFLOW
To meet Xbox Accessibility Requiremnts.
The Tutorials for Mafia: The Old Country were built into the story and different chapters.
I set up the structure of what players should learn, what we need to repeat to make sure it's remembered, wrote Tutorial texts, and implemented the texts in Unreal.
We set up the design for both small Tutorials to show during gameplay to not be too interruptive, and large Tutorials with images and more text to explain a feature more in depth.

email: anna.wii@hotmail.com