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007: FIRST LIGHT

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:

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WIREFRAMES & MOCKUPS

DESIGN STRUCTURE

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.

PAUSE MENU

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.

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COSTOMIZATION MENUS

INVENTORY & PURCHASES

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.

tutorials

FIRST TIME USER EXPERIENCE

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.

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GAMEPLAY + HUD

TELL THE PLAYER JUST ENOUGH

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.

FEATURES AND GAME MODES

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MINI GAMES

EXTRA ACTIVITIES

We have some small mini games across the game that I did the design for. 

 

Photography: Using an old camera in the game to take photos both for the main storyline and as an extra activity to add to the collection page.

Safe Cracking: Find a Note and enter the code into safes to take what's inside.

Knife Duels: Boss fights in Knife Duels.

Choking enemies: Choking out enemies have a timer the player need to tab the button to

Car Cranking: Starting cars by interacting with the crank.

KNIFE DUELS

BOSS FIGHTS

Boss fights are dueled out in close Knife Fights.

 

Since there is quite a lot of time sometimes between Duels, we opted to have the actions listed on the HUD throughout the Duel to let players be immersed in the Duel instead of struggling to remember the controls. 

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MORE COMING LATER...

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