Project Overview
Marvel Rivals is a fast-paced 6v6 team-based PvP shooter featuring iconic Marvel heroes and villains. The game focuses on hero abilities, co-op strategy, and dynamic environments across iconic Marvel locations.

High-Level Contributions — Senior UX Designer
Accessibility
Introduced accessibility features to the team.
Led assessments to identify accessibility gaps and proposed scalable features.
Applied guidelines to improve visuals, input flexibility, and cognitive load
Monetization (Season 1 & 2)
Reviewed monetization flows to align with Western player expectations.
Improved store clarity, minimize excess currencies, UX flows, and UI to build trust and engagement.
HUD and UI
Analyzed overall UI and HUD systems for Western player usability.
Refined layout structure, visual hierarchy, and interaction for high-speed gameplay.
Supported iteration of pre and post combat patterns to reduce player friction.
Cross-Platform Controls
Streamlined navigation and interaction design to match platform conventions and Western player behavior
Combat Core Loop

- Assessed the core combat – gameplay experience to ensure real-time feedback, damage indicators, status effects, and ability outcomes were clear and easy to understand
- Audited visual hierarchy and timing of feedback for pre and post systems.
- Provided UX recommendations to reduce cognitive load during high-speed encounters
- Helped align combat feedback systems with genre standards and Western player expectations
- Supported onboarding flows to ease players into core combat interactions
Accessibility Features
The original design for Marvel Rivals had minimal to no accessibility support. I led the effort to integrate accessibility features based on current requirements.
- Customizable controls
- Colorblind modes
- Text scaling
- High contrast UI option
- Subtitles & closed captions
- Reduced motion settings
- Clear input feedback
- Tap vs. hold options


Above is one of the early iterations of the results screen and lacking more visual and representative design. Below is the first season release of the results screen.

Results Screen
The original results screen felt flat and lacked visual impact. I proposed a more dynamic, feedback-rich layout that emphasized player performance, team highlights, and hero visuals.
My redesigned results screen was implemented and significantly improved the experience. However, during final integration, additional visual elements and features were added by other teams without UX review or alignment with the original design intent. While the core structure remains, some aspects of clarity and visual hierarchy were impacted, and further refinements would strengthen the overall user experience.
Controls for Console and PC
I conducted a full audit of the game’s control schemes across PC and console, including a review of input patterns originally designed for mobile-first and Chinese market preferences. I identified key friction points for Western players and proposed changes to align controls with Western usability standards. This included adjustments to input mapping, button layout, and navigation flow. I delivered wireframes and UX documentation to guide the redesign, resulting in a more intuitive and responsive control experience across platforms.

Reflection
I contributed extensively to the UX and UI direction for both Season 1 and Season 2 of Marvel Rivals, from combat feedback systems to accessibility improvements and cross-platform controls. Many of these contributions were successfully implemented and had a noticeable positive impact on player clarity, usability, and engagement.
While internal limitations and shifting priorities meant that not all of my proposed designs were realized, the core improvements shipped in both seasons strengthened the player experience. There are still areas—such as visual clarity, flow, and consistency—that are worth revisiting to further refine the game. Overall, the work reflects meaningful progress and sets a strong foundation for future iterations.


Still hoping that the lobby character selection screen would improve!