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 MARVEL HEROES OMEGA

Marvel Heroes, was an immersive free to play MMO with action RPG gameplay, loot-driven itemization, character advancement, and a deep storyline. Players got to play as their favorite Marvel hero from a massive Marvel superhero roster.

ROSTERS
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Problem:  Marvel Heroes Omega featured a large roster of characters and numerous costume variants, which led to confusion and decision paralysis for players.

UXR data revealed that even expected top-performing characters underperformed, signaling issues with discoverability and navigation.

Analyzing comparable games with high-volume product offerings to understand how they mitigated similar UX pain points and patterns. The key takeaway: clear organization and intuitive filtering significantly improved user engagement and conversions.

The goal was to make Marvel’s extensive character roster more accessible and engaging. Key design strategies included:

  • Improved Filtering & Navigation: Robust filters and logical groupings allowed players to find characters more easily.

  • Pagination & Reduced Cognitive Load: Displaying fewer characters per page reduced fatigue and helped users make faster decisions.

  • Strategic Character Placement: Popular characters were spread across multiple pages to increase visibility for lesser-known or lower-performing characters.

  • Costume Variants as Associated Content: Instead of housing costumes in a separate section, they were directly linked to their characters, streamlining the discovery process and eliminating the need to restart a search.

Solution: Testing showed better improved filtering, thoughtful pagination, and reorganized content significantly enhanced the browsing experience. Players felt less overwhelmed, and sales improved across a broader range of characters—not just the popular ones.

The final previzualization was approved for implementation.

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TEAM-UPS
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Team-Up Experience Feature:

Inspired by the spirit of comic book team-ups, Marvel Heroes Omega introduced a feature allowing players to fight alongside iconic Marvel allies. These team-up characters enhanced gameplay through stat boosts and unique support abilities defined by their own skill trees.

However, the initial implementation risked overwhelming players with added complexity. The goal was clear: create a streamlined, intuitive system that allowed users to enjoy the benefits of team-ups without distracting from core gameplay.

Design Approach

To support a smooth and accessible experience:

  • The interface prioritized clarity, enabling players to quickly select and manage team-up characters.

  • Skill trees were simplified to emphasize impactful choices without burdening the player with deep customization.

  • Stat bonuses and skill effects were clearly communicated, reinforcing the strategic benefits of each team-up without requiring deep system mastery.

By reducing friction and focusing on usability, the design allowed players to enjoy the power of team-ups while staying immersed in the gameplay action.

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UNLOCKING CONTENT
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Motion Design for Loot & Character Unlocks

To enhance the sense of reward and engagement, I designed motion graphics and animations for loot chests and in-game content unlocks—including stat buffs, items, weapons, and alternate hero costumes. The goal was to create a visually satisfying, emotionally resonant experience that amplified the thrill of unlocking new content.

A key focus was the character unlock flow, where players spent in-game currency to expand their hero roster. This moment needed to feel impactful and celebratory.

Process & Execution

  • Using After Effects, I created multiple previz (previsualization) mockups to explore animation timing, transitions, and VFX sequencing.

  • Emphasized anticipation and reveal through motion cues, particle effects, and layered animations to deliver that "big win" feeling.

  • Researched industry trends and player expectations to identify key elements of a successful loot experience.

  • Delivered several iterative prototypes, informed by user feedback and internal testing, to refine pacing, visual hierarchy, and interaction design.

By blending UX principles (clarity, pacing, player feedback loops) with motion design techniques (timing, staging, visual rhythm), the final unlock animations elevated the player's sense of progression and made each unlock feel meaningful and rewarding.

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MENUS
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I explored multiple menu design approaches—ranging from standard option layouts and modal interfaces to more narrative-driven elements like quest-giver interactions. Special attention was given to the currencies page, which had evolved into a more complex feature set than originally scoped, requiring thoughtful information architecture and interaction design to ensure clarity and ease of use.

MISSIONS AND MAPs
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Developed previsualization mockups for the player mission selection and waypoint navigation systems, with a focus on creating a high-tech, immersive interface. The design emphasized clarity, hierarchy, and user flow while leveraging visual and motion cues to reinforce the futuristic tone of the experience.

Copyright © 2025, Ivan Moy. All rights reserved

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