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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

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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.

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Core

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Story telling + Camera + Interaction

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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

列表拼接.png
规范-立绘1013.png
规范-立绘1013.png

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.

英雄选择(拼接).png
英雄选择(拼接).png
英雄选择(拼接).png

03

HUD Optimization

Provide accurate information and reduce obstacles

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

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

01:01
Sight Test

Sight Test

01:08
Marvel - Unreal Editor 2022-04-13 10-12-33

Marvel - Unreal Editor 2022-04-13 10-12-33

00:08

03-1

Hit Feedback
Crosshair

Optimize UI hit feedback by categorizing according to shooting rhythm and showing its distinctive pacing characteristics.

Range

2.命中反馈-准心-击中、击杀反馈(草稿).png

Deconstruction

2.命中反馈-准心-击中、击杀反馈(草稿).png

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

命中反馈-准心-击中、击杀反馈分析.png

Shape

Size

Color

Dimension

Single shot

A running fire

A running fire

Continuous burst fire

基础准星输出工程.png

Parametric Variable

命中反馈拼接.png
基础准星输出工程.png

Build Prototype

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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

命中反馈.png
命中反馈.png
命中反馈.png

04

More

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04-1

HUD
Standard  Specification

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04-2

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Hero HUD workflow

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Skill list
GUI resource board
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技能列表.png
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The status of skills on the HUD
6 触手镣铐.png
4 尖刺触手.png
5 毒液飞荡.png
8 毒液降临.png
7 伤痛护盾.png
9 终极吞噬.png

04-3

Visual Guidelines

Work with GUI designer. Standardize GUI assets

Screen adaptation

规范-分辨率.jpg
规范-分辨率.jpg
规范-分辨率.jpg

Crop the picture

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Construct Component

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

Thanks

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