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Client
Motorsport Games
Role
Head of UX
Year

Le Mans Ultimate

Lead UX for the official game of the FIA World Endurance Championship. Established the UX strategy, concepted the visual style, and built the foundation for a live-service sim racing title on the rFactor 2 engine.

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Le Mans Ultimate: project cover image
Steam global sellers
Top 10
In the first year after the early access launch
Players on an average day
3,000
Two and a half years on, with peaks above 8,000
Team led
10
Front end developers, UX designers, and visual designers in one group

Le Mans Ultimate is the official game of the FIA World Endurance Championship and the first dedicated Le Mans game since 1986. Motorsport Games and Studio 397 built it on the rFactor 2 engine, which sim racers rate for its realism and newcomers bounce off. That gap was the brief.

As Head of UX I owned the early access foundation: a platform that had to survive years of live-service development. The job was to make the deep parts reachable without flattening them.

Process

Like endurance racing itself, the time spent planning was a key contributor to the UX’s success. Before there was a logo, we started with information architecture. Ensuring the game navigation matched our needs and the user flow aligned with our gameplay loops.

Early Concepting

The main menu concept drew from moodboards and initial style investigations. Inspiration came from manufacturer marketing material, magazine articles, and advertisements built around the World Endurance Championship.

Main menu concept exploration: moodboards and early visual direction
Wireframe exploration for the main menu layout and information architecture

Refined Mid-Fi

Mid-fidelity designs served as the build-off point. Final refinement came from hands-on experience with the UI in-engine.

Mid-fidelity menu design: the bridge between concept and final
Menu layout refinement with real game content
HUD and in-race UI design at mid-fi stage

Final Release

The main menu needed life. Originally we aimed to use in-game renders and video, but technical constraints forced a pivot. The solution: a breathing effect paired with in-game screenshots to introduce the game while bringing atmosphere to the environment. Menu hierarchy was reworked to better apply the law of proximity and similarity.

Released main menu: breathing effect with in-game captures
In-race HUD: final release
Circuit selection screen: final release
Multiplayer lobby: final release

The team

I ran a team of ten: front-end developers, UX designers, and visual designers in one group, working toward the product rather than their job titles. The UX strategy, the visual direction, and the hiring were mine.

What happened

Le Mans Ultimate launched into early access in February 2024 and ranked in Steam’s top ten global sellers in its first year. Two and a half years on, it holds around 3,000 concurrent players on an average day and peaks above 8,000, all of them racing online through Race Control.

Tools

  • Figma
  • Illustrator
  • Photoshop
  • React