Work/Mafia: The Old Country

Mafia: The Old Country

Tutorials, hints, HUD and menus for a cinematic prequel, designed to teach players without pulling them out of 1900s Sicily.

Onboarding and tutorialsAccessibilityHaptics and audio feedbackHUDSystems designPhoto Mode
Role
Lead UX Designer
Studio
Hangar 13 · 2K
Platform
PC, PS5, Xbox Series X|S
Year
2025
Mafia: The Old Country

Overview

Mafia: The Old Country is the cinematic prequel to the Mafia series, set in 1900s Sicily. I joined as Lead UX Designer after TopSpin 2K25, moving from sports UI to a story-led journey where the interface had to stay out of the way.

The challenge

A premium, cinematic game where every prompt, pop-up and HUD element risks breaking the film. Players still need to learn knife fights, stealth, horses, cars and an RPG-like progression system.

My role

I led the UX team on the boot flow, menus, HUD, tutorials, hints, shops and game modes, working closely with Mission Design on when and how players learn each mechanic.

What I did

  • Built a two-tier tutorial system with Mission Design: Simple Tutorials deliver one or two lines in context without breaking immersion, Complex Tutorials use multi-page lessons with custom visuals for deeper systems.
  • Designed one list-and-detail system for shops, garages, stables and the Charms box, with component variations for knife categories, firearm stats and horse acceleration.
  • Turned progression into story. Instead of a skill tree, players equip a rosary and customise each bead for a saint's protection: the Charms system.
  • Created a Hint system that can surface newly unlocked content or step in with advice after repeated failure.
  • Kept the HUD to the minimum each moment needs, with dedicated minigame HUDs for struggles and safe-cracking.
  • Owned the game's list of haptic and sound feedback as part of my lead role, deciding with the audio team when players should feel and hear each action, alert and reward.
  • Worked with the audio team on accessibility beyond the menus, including audio cues, controller vibration, colour-blind support and HUD options.
  • Designed the new-game setup so players choose accessibility and comfort options before they start: subtitle size, aim assist, controller vibration, inverted controls and skipping long drives and rides, each with a live preview.
  • Owned Photo Mode and Cinema Siciliano, a black-and-white mode inspired by classic film, and the HUDs for Time Trials and Races in the Free Ride update.

Outcome

Launched on 8 August 2025 on PC, PS5 and Xbox Series X|S and sold more than 800,000 copies in its first week, according to Sensor Tower. It scored 80 on OpenCritic, with critics praising its story. The Free Ride update and the Man of Honor expansion followed, both built on the same UX framework.

What I learned

Reusing one strong system takes a team a long way, but some features need to be invented from scratch. Charms worked because we designed them for the story first.

Gallery

23 images · click to enlarge
New game setup: Cinema Siciliano, difficulty, aim assist, driving and riding options, controller vibration, languages and subtitle size, each with a live preview
Reward screen for an unlocked content pack
Bonus content: the soundtrack and artbook
Horse riding with a minimal HUD: objective top left, status bottom left
Looting in the world: a contextual list appears right next to the container
Simple Tutorial in context: a one-line vault prompt that sits alongside the subtitles
Knife fight: the slash prompt appears only when it matters
Complex Tutorial: a paged card that explains the dinari currency without leaving the scene
Complex Tutorial introducing Charms and the San Celeste statues
Weapon Locker for knives: list on the left, detail and perks on the right
Charm Box: upgrading the rosary to unlock more bead slots
Shop: the same layout handles purchasing and stat comparison for long guns
Stable: the same system adapted for horses and their spurs
Garage: the same system adapted for cars, with acceleration, braking and grip
Struggle minigame: a radial timing gauge placed at the centre of the action
Safe-cracking: a dial readout, with the combination note pinned if the player has found it
Charms in the pause menu: medallion and bead slots on the rosary
Choosing a medallion: each saint's protection explained in one line
Free Ride update: race HUD with position, lap timer and speedometer
Free Ride update: wave-based combat challenge with timer and score multiplier
Free Ride update: first-person driving through a Sicilian town
Cinema Siciliano: the whole game in black and white, like classic Italian film
Photo Mode: filters, vignette, film grain and film scratches

Let's build a better player experience.

Whether you need fresh eyes on your onboarding, a partner through your next milestone or someone to lead UX and creative direction, I'd love to hear about your game.