
Hitman: Sniper is a high-profile award winning mobile and tablet title from Square Enix Montréal, set within the globally recognised and critically acclaimed Hitman franchise. The project’s core challenge was to translate a complex, precision-based sniping experience — traditionally designed for console and PC — into an intuitive, engaging, and accessible interaction model for touchscreen devices.
The goal was not simply to adapt an existing franchise to mobile, but to design a native mobile experience that felt authentic to the Hitman universe while being fundamentally optimized for handheld interaction. This meant simplifying complex mechanics without losing depth, ensuring the experience was easy to learn, rewarding to master, and scalable across devices and platforms.
The scope evolved significantly during development. What began as an iPad-focused experience expanded to include iPhone and a wide range of Android devices, introducing substantial complexity in layout, interaction design, and technical implementation across diverse screen sizes and aspect ratios.
As the sole Senior UI/UX Designer and later UI Art Director on the project, I led the full UX and visual interface design, working closely with the Creative Director, game designers, and engineers. The focus was on building a flexible, scalable interaction system and visual language that could adapt to rapid iteration, shifting requirements, and multi-device deployment, while remaining true to the minimalist, modern aesthetic of the Hitman franchise.
10M+ players globally
Top-grossing mobile title
Canadian Video Game Award – Best Technology
High-scale consumer UX · Commercial success · Multi-platform delivery · Brand adaptation · Product-led design
As the sole Senior UI/UX Designer on Hitman: Sniper, my responsibilities spanned the entire user experience and visual interface. My primary goal was to translate intricate game features and requirements from the Creative Director and game design team into clear, effective, and visually cohesive solutions. This encompassed everything from early wireframing and user flow definitions to the creation of all final visual assets, including comprehensive UI sets, iconography, and textures. Additionally, I took on the critical role of UI Art Direction midway through the project, guiding the visual expansion while ensuring alignment with the established Hitman brand.
This project came with a unique set of demanding challenges:
Our design process was heavily iterative, informed by continuous feedback loops. A crucial aspect of ensuring usability and clarity for players involved conducting comprehensive multiple user testing sessions via Eidos Montreal user testing lab. These sessions provided invaluable insights, allowing us to identify pain points and validate design solutions. Beyond formal testing, the ongoing collaboration with the Creative Director and game design team served as a continuous 'discovery' process, where their evolving feature requirements directly informed my UX decisions and visual interpretations.



My design approach for Hitman: Sniper was centered on agility, adaptability, and brand fidelity.




A significant portion of the project focused on the visual direction of the game's interface, aiming to create a sleek and modern aesthetic that honored the Hitman franchise's established style. This involved:




Navigating Dynamic Scope and Technical Constraints on a Solo Mission
This project uniquely underscored the importance of agile design in a rapidly evolving game development environment. As the sole Sr. UI/UX Designer, I was responsible for not only delivering all design assets but also for anticipating and accommodating the continuous iterations from the game design team. The sudden shift from iPad-only to comprehensive mobile support, including the fragmented Android ecosystem, presented a significant technical and design challenge. This required constant communication with the engineering team, leading to a trial-and-error approach to ensure the UI performed optimally across every screen size. This experience honed my ability to create highly adaptable design systems and to proactively solve complex scaling issues under tight deadlines.



Despite the ambitious scope changes and inherent complexities of game development, the final interface for Hitman: Sniper was met with high satisfaction. I was personally very pleased with the outcome, and this sentiment was shared by the entire development team.
The game achieved significant commercial and critical success. It received 'generally favorable' reviews from critics, with a Metacritic score of 76/100 for iOS, and was praised for its clever puzzle design and minimalist approach. Notably, in March 2018, Hitman: Sniper surpassed 10 million players globally, establishing itself as one of Square Enix Montréal's key and most lucrative mobile titles. Its strong performance even helped to fund the development of the studio's critically acclaimed 'GO' series of puzzle games. Reviewers frequently highlighted the game's "polished" feel, "detailed visuals," and the "well-designed" gameplay and controls for touchscreen devices, affirming the success of the UI/UX efforts in delivering a premium mobile experience.
Hitman: Sniper won 2015 Canadian Video Game Award for Best Techology and was also nominated for Best iOS Game and Best Canadian-Made Game
"The overall experience of Hitman: Sniper is a masterclass in elegant design, with every element feeling thoughtfully placed to guide the player without being intrusive. The game's flow and feedback systems create a seamless and highly satisfying user journey."
Gamezebo.com









This project was a rich learning experience, particularly in: