Game UI/UX · 2026

Strike a Pose

Photo mode is a creative toolkit inside a game: camera, lighting, and posing, all on a controller. I love building tools that help people make something truly unique, and as a lifelong gamer, laying the foundation for Marvel's Wolverine's photo mode, one of Insomniac's most loved features, was a dream.

Studio
Insomniac Games
Focus
Photo mode, menus, HUD
Platform
PlayStation 5
Released
September 2026
Role · UI/UX Design InternVisit live site ↗

What People Are Saying

“Seventeen years. On this evidence, worth the wait.”

CoalaTV, Photo Mode Awards

Read the first look

“The photo mode provides plenty of tools for creating more elaborate shots.”

Press Play News, review

Read the review

“[Photo mode] makes for a lot of fun when the action ramps up.”

John Sciarrino, Maxim

Read the review

The Brief

Photo mode has become one of the most loved parts of Insomniac's games. Players spend hours lining up the perfect shot, and Marvel's Spider-Man 2 set a high bar for what fans expect. Wolverine needed a photo mode that felt like it truly belonged to Logan.

Building the Foundation

Prototyped to be played, not just looked at.

I built the foundation for the new photo mode as a Figma prototype: its structure, its controls, and how you move through it while framing a shot.

Every prototype I made ran on controller input. You could pick up a PS5 controller and feel the UI the way a player would, long before anything was built in the engine.

One Room, Every Team

Photo mode touches almost every discipline in a game. I presented the prototype in a meeting with stakeholders from the lighting, environment, and VFX teams, and came out with every team aligned on the direction.

What Shipped

Marvel's Wolverine launched on September 15, 2026, with photo mode ready on day one. Here's a quick spin through it, captured on my PS5: the tabs, suit and claw swaps, and the filters and frames.

Photo mode also got its moment in the Game Features Trailer (3:18)

Photo mode also got its moment in the Game Features Trailer (3:18)

Made by Players

The best part is what players make with it.

I build the tools; players bring the shots. Within days of launch, people were capturing moments I never could. These six were featured in PlayStation's Share of the Week, every one of them shot in photo mode, and shared here with each creator's permission.

See PlayStation's Share of the Week

The Reception

Players showed up in a big way. Sales figures are Alinea Analytics estimates, since Sony hasn't shared official numbers yet.

1.9M
Copies sold in 3 days (est.)
$130M
Revenue in 3 days (est.)
#1
Sony first-party PS5 game of 2026

Beyond Photo Mode

Photo mode was the highlight, but it wasn't the only thing I worked on.

Pause menu

Prototyped the pause menu in Figma, fully playable with a controller, so the team could feel the flow before building it.

In-game notifications

Designed notifications with text scaling for accessibility, so they stay readable at every text size.

Live in the engine

Rebuilt some of my UI prototypes in Insomniac's game engine using Adobe Animate, a Flash-based tool, to see them running in the game itself.

UX documentation

Documented all of the UX on Confluence, so every flow, state, and decision had a home the whole team could find.

Testing and training

Ran playtests with 20+ gamers, and led a Figma training for the team so ideas got prototyped before any engine work.

3+
Gameplay features prototyped
20+
Component library elements
+15%
Player navigation efficiency

The Credits

My name, in the credits.

After years of chasing this internship, watching my name roll by in the credits of a game I grew up dreaming about is something I'll never get over. Grateful to everyone at Insomniac who made room for an intern at the table.

Next project

Interfaces That Feel Alive

Indie, student, and concept game UI: a solo RPG, a 40-person team game, and a Rocket League redesign.

Read the story