Developer: IO Interactive
Publisher: IO Interactive
Released date: January 20, 2021

Close collaborators on the project:
Niels Damsgaard – UI design, programming and animation
Thomas Hollænder – UI Programming and animation
Jochen Leopold – UI Programming
Pedro Luchini de Moraes – UI Programming
Rasmus Nautrup Jensen – UI and online producer
Alexander Andersen – Art director

My work responsibilities:
UI/UX design, iconography, illustrations and screenshots

HITMAN 3, later renamed to HITMAN World of Assassination. As the most severe UI and UX issues had been fixed in the previous game, HITMAN 3 was from a UI perspective more about polish, supporting levels that had special UI needs, and the new VR mode. I created mockups for VR, but the final implementation and polish is the work of Niels Damsgaard, Jochen Leopold and Pedro Luchini de Moraes.

The main menu style was again updated, this time to reflect a slightly darker tone than the previous game.

As there was less normal UI work, I was given the task of creating all images used for HITMAN 3’s main menu and missions. HITMAN is a very image heavy game, especially with the amount of challenge and intel images. Missions could have around a total of 100 images that needed to be made in a consistent style.

I helped support the games live tail with images for suits, challenges and elusive targets from release until December 2025. The last elusive target being Eminem vs. Slim Shady.

Overview of the HITMAN 3 main menu.

Main menu comparison of HITMAN 2 and HITMAN 3.

Illustrations for showing player progression on each level, created in the same style as the previous two games.

Implemented progression illustrations.

Mockup illustrations for HITMAN VR. These were often paired with gestures like twisting your wrist or looking at the ground.

Final VR ammo and reload prompt. Image is from Gamertag VR video.

Final VR inventory interaction. Image is from Gamertag VR video.

Process of creating a menu image.

Implemented Sniper Assassin image.

Some of the screenshots taken for locations, targets, challenges, intel, elusive targets and various dlc.