
Marvel Rivals
How to build a fresh marvel universe, this Universe is both Marvel and not Marvel
This is the primed design for Marvel Rivals. It is somewhat different from the officially released version.
But you can get how we define the key
Marvel Rivals Web:
01
02
Design Meta UI
To present a fresh "marvel" story
This is the primed design for Marvel Rivals. It is somewhat different from the officially released version.
you can get how we define the main design


02-1
Lobby
The story begin
The lobby serves as the first information carrier for players, quickly immersing them into the game's worldview. Each season is like a Marvel comic book story, and from the login screen to the lobby, it's the opening chapter of that story.
Login flow
Overview
Use seamless camera transitions to tell the story: When players click to log in, the seasonal hero will jump down from a space rift in the sky into the lobby scene, striking a forward-charging pose.
Enhance interaction with the scene to make players feel cool: When players interact with the menu, the hero character in the scene will respond. For example, Captain America will throw his shield.

Core

Story telling + Camera + Interaction



Demo in Unreal Engine ( throw the shield )
02-2
Heros Show
The Story of Characters
Each hero travels from their own universe to the world of Rivals to battle. Every hero has their own story, as well as a new story to unfold here. We should showcase their connection to this universe.
Motion Concept

This design aims to find ways to make an ordinary card brand list more vivid and engaging.
In a flat array of card placements, the heroes' personalities stand out. When hovering over a card, the hero transforms from a 2D plane to 3D, striking an eager stance, ready to burst through the screen. Clicking the card makes the hero jump out, swapping the internal and external spaces of the card. Throughout the animation, the hero executes a series of cool moves, culminating in a dynamic final pose.
Upon entering the hero's details page, the character will dynamically shift between a distant pose and a close-up pose as the mouse scroll wheel moves.
Demo
Rocket Raccoon
Loki
DoctorStrange
Heros Card
Design Document

Switch Space Demo




Normal
Hover
Hero card demo ( Hover )
02-3
Before Game
Star to fight, Own story
Ready to fight, the hero stands before the landmark building on the map, striking a cool pose.





03
HUD Optimization
Provide accurate information and reduce obstacles


Marvel - Unreal Editor 2022-04-13 23-17-41

Sight Test

Marvel - Unreal Editor 2022-04-13 10-12-33
03-1
Hit Feedback
Crosshair
Optimize UI hit feedback by categorizing according to shooting rhythm and showing its distinctive pacing characteristics.
Range

Deconstruction

Dimension
Type of injury
Frequency
The current hit feedback layer is separate from the crosshair layer, with the feedback layer directly overlaying the crosshair layer.
Critcal
Single shot
A running fire
Normal
Shape
Color
Size
Composition

Shape
Size
Color
Dimension
Single shot
A running fire
A running fire
Continuous burst fire

Parametric Variable


Build Prototype

03-2
HP Bar
The display of different types of shields on the HP bar, and the feedback of the avatar's appearance when the special attack is ready




04
More

04-1
HUD
Standard Specification

04-2

Hero HUD workflow

Skill list
GUI resource board




The status of skills on the HUD






04-3
Visual Guidelines
Work with GUI designer. Standardize GUI assets
Screen adaptation



Crop the picture


Construct Component
Work with VX designer. Integrate the motion effects they designed into the UI components