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
What People Are Saying
“The photo mode provides plenty of tools for creating more elaborate shots.”
Press Play News, review
Read the reviewThe 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)
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.
The Reception
Players showed up in a big way. Sales figures are Alinea Analytics estimates, since Sony hasn't shared official numbers yet.
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.
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.