John Coulter
Art & Games University
GoldenEye 007
July 2026
Art and Propaganda - GoldenEye 007
Video games represent a unique form of art. With stories and carefully designed visuals, they share much with other art mediums such as books, movies, paintings and sculptures. Art & Games University undertakes the mission of cataloging the art and cultural references within these digital worlds, analyzing everything from the smallest background element to the major aesthetic choices made by game developers.
Over three hundred games have been documented through one hundred percent exploration and completion, and then the data was carefully compiled for fifty of these: with the list of documented and dissected games growing regularly. The research found the data and evaluation of art objects in games are under-studied, and is important to document.
GoldenEye 007 for the Nintendo 64 was really explosive, and shook and stirred the gaming industry in 1997. The groundbreaking home-console first person shooter follows the events of the James Bond film, GoldenEye (1995). Bond and hacker Natalya must thwart the mysterious Janus from using a weapons satellite known as GoldenEye. Players sneak and shoot their way through dangerous missions set mostly in the USSR, but also in Cuba, Egypt, and other exotic locations.
As fitting as a well-tailored suit, GoldenEye 007 (1997) was developed by British company Rare and published by Nintendo for the N64. Rare was a frequent collaborator with Nintendo until their purchase by Microsoft in 2002, putting out such classics as Donkey Kong Country (1994), Diddy Kong Racing (1997), and Perfect Dark (2000). Rare is a small studio that specializes in 3D graphics. Under the direction of Martin Hollis, programmers Mark Edmonds and Steve Ellis would code some of the most memorable single and multiplayer gameplay elements ever seen, that still influence game design to this day. The designers responsible for the look and feel of GoldenEye (1997) are background artists David Doak, Duncan Botwood, Karl Hilton, and character designer Brett Jones. Many also worked on Perfect Dark (2000), Time Splitters (2000), Jet Force Gemini (1999) and Banjo-Kazooie(1998). David Doak plays a standout NPC in Golden Eye 007 as Dr. Doak, in the iconic Facility stage.
This research has been informed by a generous interview with developer, Brett Jones (2024).
An analysis of the statistical makeup of the art and cultural objects found in Golden Eye 007 (1997) reveals that, with five hundred and thirty-eight art examples, GoldenEye has the third most total art of any game studied for our Season One data set, coming in behind Wario Land 1 (1994) for Game Boy, and Horizon Chase 1 (2018) for the iOS. GoldenEye (1997) has 2.8 times the average total amount of art in a game. GoldenEye’s five hundred and thirty-eight art items are made up of fifty-seven percent contemporary media such as ads, posters, or prints, thirteen percent sculptures, along with thirteen percent 2D art such as paintings or photography. GoldenEye boasts the second most contemporary media, third most 2D arts, and the sixth most total sculptures in a game. Much of the game is set in Soviet Russia and much of the art is inspired by Russian culture. Some additional cultures shown in game are ancient Egyptian and Mesoamerican.
Each of the 007 missions boasts substantial numbers of art, however several of GoldenEye 007’s (1997) globetrotting missions including, Statue, Archives, and Depot showcase large collections of Soviet art and culture, with additional sites such as the Aztec inspired Teotihuaca’n and the Egyptian inspired el-Saghira Temples also boasting vast repositories of artifacts.
The stages in GoldenEye (1997) are modeled directly from their real-world film counterparts, with the developers having access to the locations and sets to photograph in detail. These photos were used as texture maps and were also used to accurately model the backgrounds and characters as realistically as possible to match the style of the film.
The first site to examine is the St. Petersburg Statue Park from the Statue Mission. Here, Bond must sneak through a gated park, with a strange collection of stone Soviet relics, to contact Valentin, confront Janus, and rescue Natalya. However, there is no Statue Park in St. Petersburg Russia and the location in the Bond film and N64 mission are a fictional creation inspired by another famous Soviet Park, Sculpture Park also known as Fallen Monument Park or Muzeon Park. Memento Park or Stalin World may also have inspired the final design.
Sculpture Park is an outdoor public sculpture park and garden with over a thousand stone and metal monuments in Moscow. Primarily a collection of dismantled and destroyed works of Communist Party Propaganda, the site includes statues portraying Lenin, Stalin and others. The park houses the works of Vera Mukhina, an artist famous for the “Worker and Kolkhoz Woman” steel sculpture.
While some scenes of the film were shot on location in the recently opened Russia, the Sculpture Park scenes were shot on a custom set in Pinewood Studios, United Kingdom and at Brompton Cemetery, Earls Court, United Kingdom. This film set and the fake statues were used for the modeling and texture mapping in game.
Immediately behind the start of the mission, the entrance to the park has large stone and iron gates displaying the initials BJ. This is a nod to developer Brett Jones. The boxy square marble columns flanking the gates have a simple base and capital and are likely inspired by Doric columns or antae.
Statue Park has multiple Hammer and Sickle sculptures on pedestals made of stone and metal. The Hammer and Sickle motif represents the unification and solidarity between agricultural and industrial workers and was first used during the May Day (Labor Day) festivities in Moscow in 1923. As an iconic symbol of the communist party, the Hammer and Sickle was also used as the State Emblem of the USSR.
Statue Park has several Red Star sculptures of varying designs and materials, including some on pedestals. The Red Star came to be an icon for all of Communist Soviet Russia, but the star’s use as a military sign predates this. The single Red Star appeared in Tsarist Russia in the early 1800’s and was on military trains shortly after. Becoming the official symbol of the Soviet State in the 1920’s; the Star was added to the flag.
Near the entrance to the park is a large stone head likely representing Lenin. De-Leninization saw the destruction of many monumental statues of Lenin. While not in the USSR, The Lenin Monument, by sculptor Nikolai Tomsky was a sixty-two-foot stone sculpture of Lenin in Berlin, built in 1970 and demolished in 1991. The fractured head remains on display in the Spandau Citadel in Berlin; “A relic of the cold war.”
Near the rear of the park, there is a prominent large sculpture of a figure in a saluting pose. Brett Jones (2024) informed Art & Games University that this sculpture “wasn’t a particular person” and was likely an original work from the film’s Plastering Department, that followed a style guide with themes such as “Russian Brutalism,” “worker’s architecture” and “believe in the workers.” However, during the mission, Valentin tells Bond it is a sculpture of Lenin.
There are large stone hand sculptures that closely resembles the “Worker’s Movement Memorial” by István Kiss. Large sculpted red letters, including a capital C and P, lay about the hills in disarray. CCCP is Latin script for USSR. Additionally, there is a contemporary stone relief block with a portrait of developer Duncan Botwood.
The Statue Park has many more monumental stone sculptures, from crumbling reliefs of human figures, to freestanding columns loafing about.
The Archives are stacked with Soviet propaganda - a surprisingly relevant topic today. With the influx of bots and false information flooding social media and the wider internet, the Archive’s posters reveal the origins of Soviet mind games. The GRU Military Intelligence Archives, St. Petersburg, Mission, is set in a large green and white painted library and data center for sensitive information. This Mission is loaded with real-historical Soviet propaganda posters.
Communist propaganda posters from the USSR, China, and other areas from the 1900’s have several features in common. Themes such as idealistic prosperity achieved through the values of the Communist State are plentiful. Hard work, sharing, education, and following orders are important themes. Deification of political party members is common. Simple printmaking designs, which were cheap to reproduce, and easy to convey messages, lead to a bold visual style. The use of the color red is thematic of the Communist Party.
Of the twenty-six art examples in Archives, these seven posters and prints deserve taking a closer look at in detail.
1. Marx Black & White Photographic Portrait -This is the last known photograph of Karl Marx, taken by E. Duterte in 1882 in Algiers.
2. “We Stand for Peace and We Defend the Cause of Peace” is a print by Boris Belopol’skii depicting Joseph Stalin with a red flag and crowd. Made in Moscow in 1952. The print is an edition of 300,000.
3. “Knowledge will break the chains of slavery” from 1920, by A. Rudakov showcases black and gold books and chains and a powerful message.
4. TEATP - This poster’s header reads T-E-A-T-P or “Theatre,” and is possibly a poster or a magazine cover. “Theatre Variety” is in the small text below the title. The original image and the exact origin of this poster was inconclusive during this research. The print is similar to the “Worker and Theatre” Cinema review published around 1925.
5. “Will Complete Fully and On Time, The Schedule of the Grain Reserves” from 1930, by A. Lobanov features a man holding a sack of grain in red, black and yellow.
6. “More Metal” from 1931, is by M.M. Malkina and Kuleshov I.D is a red, yellow, and blue lithograph showing a factory facade.
7. “Sign Up Now for the Red Cavalry!” is a yellow, red, and black lithograph featuring horsemen from 1919 by an unknown artist.
In addition to the Soviet propaganda poster prints, there are maps, aisles full of bookshelves filled with records, and small architectural decorations in the Archives.
There is an additional Soviet print that does not appear in the Archives, but immediately after near the start of the following Streets Mission. A War Loan for WW1 (1914-1916) for Russia by Richard Germanovich Zarrin. Created as posters and postcards to raise funds for the War. The text reads “Who does not reflect the enemy with his chest must buy the War Loan.”
The next stop is the Depot, which has the most art of any Mission in GoldenEye, (1997) with fifty art examples, the majority being spray-painted graffiti on shipping containers. The disused military Depot in St. Petersburg is an abandoned train yard and the operations base for Janus.
The graffiti in the Depot, as well as the Statue and Streets Missions seem to all be original works created for GoldenEye 007 (1997). Interestingly, the text is mostly in English language and script, as opposed to the local Russian language, which the graffiti would likely follow. Who made the art and why the majority of the tags are in English remains an international mystery.
Graffiti, originally referred to inscriptions carved in ruins and tombs, eventually evolved into the mostly vandal and illegal paintings seen today. The spray-paint can was invented in 1949, by Edward Seymour in Chicago. The nature of the medium often dictates the stylistic use of simple outlines and gradient color designs as seen in the following examples.
Psycho, Freeze, a gangster portrait, and the gold and blue Rare “R” Logo are some of the more noteworthy graffiti paintings in Depot. Several tags contain the letters K.H. or KARL, refering to developer Karl Hilton. There is a single graffiti texture of Mickey Mouse that is in the game files, but not used in the game, due to copyright reasons. The stage also contains detailed helicopter blueprints, for the wrong model helicopter, a Red Soviet Star on the train, and various shipping identification stickers and media.
The levels studied thus far almost exclusively included Soviet artwork from the 1900’s through the 1980’s, but the next two locations examine ancient artwork, thousands of years old found in some exotic sites from the post-game section of GoldenEye (1997). The stages Aztec and Egyptian are inspired by scenes from the James Bond films Moonraker (1979), Live and Let Die (1973), The Spy Who Loved Me (1977), and The Man with the Golden Gun (1974).
In a story and setting ripped right from the Roger Moore camp classic Moonraker (1979), the Aztec stage’s Teotihuaca’n complex hides the Drax Corporation’s unlicensed rocket and shuttle launch site inside in a Mexican ruined temple (in the film, Drax is hidden in the Amazon Rainforest). The real Teotihuaca’n site is outside Mexico City, and predates the Aztec culture by centuries and is an ancient Mesoamerican, multi-ethnic city center and temple complex from around 200 AD. There are many ancient sculptures in the real Teotihuca’n complex, such as imagery of humans, animals and Quetzalcoatl. The GoldenEye (1997) Mission has a variety of stone reliefs based on real ancient Mesoamerican artwork; however, many of the works were not originally stone reliefs, and many are not from the Teotihuaca’n site. The majority of the art in GoldenEye’s (1997) Aztec Mission is Mayan in origin, with only one Aztec and one Olmec sculpture depicted.
The following stone reliefs appear throughout the Aztec Mission on columns and walls.
The first exhibit is the Cult Mask and is actually from Teotihuaca’n, during Mexico’s Classic Period, [ 200-650 AD ] when the temple complex and pyramids were constructed. The remainder of the relief textures are from sites outside of Teotihuaca’n.
Second, the Chimalli de Yanhuitlán or “War Shield,” is a gold and turquoise pectoral decoration, or chest jewelry, from Oaxaca Mexico. The jewelry was famously stolen in 1985.
Exhibit three is the Aztec Feather Shield. Originally red and yellow, this shield is currently located in the Württembergisches Landesmuseum in Germany.
Next, the Twin Snake is a Mixtec or Aztec sculpture from 1400 AD of a two-headed serpent. This mosaic sculpture is made of turquoise, oyster shell, with additional stones and is currently in the British Museum.
The fifth figure is a Mixtec gold pectoral of Xiuhtecuhtli, the bearded fire god or possibly Xipe the Agriculture god. This treasure was made in the 1400’s AD, and is from Oaxaca, Mexico.
The Sculpture of the Olmec Monkey God is located at Altar Four from the Olmec site of La Venta, near the border of Mexican states Tabasco and Veracruz. The Olmec site dates back to 900-400 BC. Olmec culture is known for the iconic large stone heads and other relics in the area.
The next four examples are all from the Mixtec Nuttall Codex. This illustrated accordion-fold book is made of painted leather and tells the myths, conquests, and genealogies of the then-recent rulers, Eight Deer, Jaguar Claw, and others. The Codex is from Oaxaca, Mexico, made in the 1300’s AD, and currently in the British Museum.
A. The Sacrifice of Lord Six House by Arrowing from his Uncle Eight Deer depicts a crucified figure.
B. Lady Three Flint the Elder and Lord Five Flower shows a King and Queen.
C. Lord Eight Deer holding a shield.
D. Lord Eight Deer and another figure.
Moving on from the Codex, another type of stone relief sculpture, known as a lintel, depicts Lord Bird Jaguar holding a spear and wearing a rain god mask. Made in 760 A.D. in Yaxchilan, an ancient Mayan city in Chiapas Mexico. This lintel is currently in the British Museum. The British Museum’s collection likely inspired the British designers at Rare when creating GoldenEye (1997).
A Mayan image included in game depicts a reclined ruler being sacrificed and entering the realm of the dead. This stone was carved as the sarcophagus tomb lid of K’inich Janaab Pakal 1 in the Temple of Inscriptions, made around 600-680 AD in Palenque, Mexico. This carving showcases the skilled stonework of Mayan artists.
The final Aztec Mission relief texture map is a square spiral motif. This possibly gold or stone relief is of unknown origin.
Hidden high on the Aztec stage’s walls is a single secret graffiti inscription by developer Karl Hilton.
Additionally, the Aztec Complex also has numerous computer screens related to the Drax Corporations rocket launch, as well as a cassette tape, a floppy disk and a smart ID card.
Sticking with a temple ruin theme, the next site to traverse is the Egyptian Temple. The Egyptian Temple has drastically less sculptures and reliefs than the Aztec Complex. In this Mission, Baron Samedi is after Scaramanga’s Golden Gun - set in the ancient Egyptian el-Saghira Temple also known as the Ezbet Rushdi Temple, located in the Valley of the Kings. The stage houses columns, a reflecting pool, a skylight, an obsidian obelisk, a deadly weapons display case and stone relief sculptures. The columns are made of sectional stone disks, which resemble a bundle of reeds. The columns are slightly tapered, and the base and capital are undecorated.
There are two Egyptian sunken bas relief stone carvings in GoldenEye 007 (1997). The first is in the single player Egyptian Mission while the second appears in the Temple multiplayer map.
The first relief’s origin in unknown, but is similar to those found at Luxor Temple. The relief depicts iconography of an offering to Horus and and another figure, wearing Pschent double crowns.
The Temple multiplayer map relief is from Luxor Temple, in Thebes, from around 1400 BC. The temple was constructed from sandstone and features many statues, columns, reliefs and glyphs. The relief depicts the unification of Upper and Lower Egypt.
After reviewing some of the Missions that have the largest collections of art, the following provides an overview of some additional art exhibits. The Cradle is set atop the Arecibo Observatory in Puerto Rico (Cuba in the film, GoldenEye 1995) which was once one of the World’s largest radio telescopes. Sadly, this exciting architectural marvel collapsed in 2020. GoldenEye (1997) also includes a variety of modern media and technology. The menu for the Mission briefings before each stage contain a manilla folder with typed briefings as well as film, or microfilm, commonly used for spying and data storage. In some missions such as Bunker 1 and Silo, Bond carries a camera, and must take a photo of a specific target. Playable photographer characters and photography gameplay elements are rare. The red car in the Streets Mission depicts a real 1971 Tatra 603-2, from the film set. The green computer screen in Bunker of a Russian in a coat, hat and sunglasses is Dr. David Doak, a developer who makes multiple cameos in the game. Another green computer screen in the Bunker depicts developer Mark Edmonds skateboarding. Other items of interest are; the toy models in the cabins in the Surface Mission, the warning signs in Facility, the Bunker’s stone reliefs including a hammer and sickle and GoldenEye motif, the French flag on the Frigate, a GoldenEye VHS in Bunker 2, the lovely wallpaper in the Train, and the work posters in the Cradle. There is a pink waterfront map of the San Francisco suburb Benicia in the Frigate Mission. This exact map is from a United States Geological Survey from 1981 and is found on many California-dot-gov websites to this day:
https://www.waterboards.ca.gov/sanfranciscobay/board_info/agendas/2019/December/Benicia/TentativeOrder.pdf.
No analysis of the art in Bond gaming would be one hundred percent complete without acknowledging the fashion for which the franchise is renowned. Lindy Hemming was the costumer for the GoldenEye (1995) film, and Brett Jones was the costumer for the GoldenEye (1997) game. Of the forty-five costumes in game, sixty percent are military uniforms, thirty-one percent are casual wear, and nine percent are formal wear. The characters all used “digital doubling so the game had an accurate reflection of the film (Jones, 2024).” These authentic characteristics immerse players in the sophisticated world of 007 and ensure they truly experience Bond’s adventures, by stepping into his Church’s Diplomat shoes.
Two of Brosnan’s Brioni suits are wearable, including the black and white “Dinner Suit” and the blue “Business Suit.” Xenia’s black nylon, leather, and metal jungle costume is faithfully adapted. Jewelry such as Bond’s OMEGA Seamaster watch, Boris’ bracelets, Jaws’ grill, Mayday’s hair band, and Baron Samedi’s necklace attest to the developers’ attention to detail.
Samedi was not created by Bond writer Ian Fleming and is a traditional Haitian Vodou spirit who represents the dead. Samedi wears a unique necklace in game. According to Brett Jones, “Because he had a religious icon (a cross) around his neck… I was asked by Nintendo to amend this, as they did not want any religious iconography, so it became the white rectangle instead of a cross” (2024).
Brett Jones was able to shed some additional light on the secret character, Rosika, whose origins have kept fans guessing for decades. Purportedly, she is Rosika Miklos from The Living Daylights (1987), however; Jones says, “This is in fact Marion, one of the cleaning and kitchen staff; she was delightful and so full of sunshine and deserved to be immortalized. We didn’t have extra female characters… so she was made up on the spot and we used Marion’s face and general body shape to create the character, which was more dangerous than Marion could ever be.”
007 is known for his deluxe designer watches that pack a punch. In past films Bond has worn Rolex, but the GoldenEye (1995) film started a trend of Bond wearing OMEGA Seamaster watches and the gadget filled watch worn in the game is of the same model. At the time GoldenEye came out the Apple Watch or similar technology were years away from release. Having a computerized watch, with Swiss Army Knife like tools was a thing of science fiction that gave Bond the edge over his opponents, but this type of technology is surprisingly common today.
The visual world of GoldenEye 007 is deeply rooted in art and history.. The masterfully designed levels showcasing Soviet era prints, sculptures, and remote ancient ruins, mirror the meticulous craftsmanship of the real-world art and movie sets which inspired them. The abundant amount of art in GoldenEye undoubtedly enhanced the immersive experience and lasting intrigue for players. To research more about GoldenEye 64, we recommend GoldenEye Decoded at goldeneyedecoded.blogspot.com.
Works Cited
Banjo-Kazooie. Directed by Gregg Mayles and George Andreas, Rare, 1998. Nintendo 64 Game.
Diddy Kong Racing. Directed by Lee Schuneman, Rare/Nintendo, 1997. Nintendo 64 Game.
Donkey Kong Country. Directed by Tim Stamper and Chris Stamper. Rare/Nintendo, 1994. Super Nintendo Entertainment System Game.
GoldenEye. Directed by Martin Campbell. Performances by Pierce Brosnan. Written by Michael France, Eon Productions, United Artists, 1995. Film.
Horizon Chase 1. Directed by Amilton Diesel, Aquiris Game Studio. 2015. iOS and Android game, and 2018. Nintendo Switch game.
Jet Force Gemini. Directed by Lee Schunemen and Paul Mountain, Rare, 1999. Nintendo 64 Game.
Jones, Brett. Interview. Conducted by John Coulter, 14 May, 2024.
Live and Let Die. Directed by Guy Hamilton. Performances by Roger Moore. Eon Productions, United Artists, 1973. Film.
Moonraker. Directed by Lewis Gilbert. Performances by Roger Moore. Eon Productions, Les Productions, and Artistes Associes, 1979. Film.
Perfect Dark. Directed by Martin Hollis, Rare, 2000. Nintendo 64 Game.
San Francisco Bay Maps.
https://www.waterboards.ca.gov/sanfranciscobay/board_info/agendas/2019/December/Be nicia/TentativeOrder.pdf. Web site. 20 January, 2025.
The Living Daylights. Directed by John Glen. Performances by Timothy Dalton. Eon Productions with United Artists, 1987. Film.
GoldenEye Decoded. goldeneyedecoded.blogspot.com. 2 February, 2025. Web address.
The Man With the Golden Gun. Directed by Guy Hamilton. Performances by Roger Moore. Eon Productions and United Artists, 1974. Film.
The Spy Who Loved Me. Directed by Lewis Gilbert. Performances by Roger Moore. Eon Productions and United Artists, 1977. Film.
Time Splitters. Directed by David Doak and Steve Ellis, Eidos Interactive, Free Radical Design, 2000. PlayStation 2 Game.
Wario Land 1. Directed by Hiroji Kiyotake and Takehiko Hosokawa, Nintendo R&D1 and
Nintendo, 1994. Game Boy game.













