Marvel's Deadpool VR

Meta Quest 3 (2025)
UI/UX Art + Design

During the development of Deadpool's virtual reality outing, I defined the visual identity for the UI, bringing the design direction from concept to reality with Marvel's approval. I took ownership of a variety of complex systems, collaborating closely across many disciplines to define high-level UX goals. The interfaces were built in Unreal Engine and are heavily material-based, which allowed me to create highly customizable and reusable interface elements.

Mission Select

The mission select interface was one of the most complex and enjoyable features I led on this game. The flow and form changed dramatically throughout development, eventually landing on a 3D holographic carousel and a dossier-style interface with information about the location and villain you're up against.

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In addition to UX planning and iteration, I created the layouts, modular widgets, 3D hologram models and rigs (except character and trophy models), and animated materials. I also collaborated closely with the UI engineer to refine the selection functionality experience as the player spins the carousel.

Score Meter

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Material-based score meter UI
(Unreal Engine)

Mojodome Arena

Occuring between story missions, the Mojodome Arena stages represent a significant portion of the gameplay. Building upon the "Mojoworld" visual identity used throughout the game, I led the UI/UX design of this mode.

Scoreboards

Each of the 12 game modes within the Mojodome Arena have very distinct gameplay. As a result, I custom designed each one while collaborating with lead programmers and designers to ensure the layouts emphasized the mode rules clearly at a glance.

Character Reveals

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During the intro sequences for each 2v2 mode, a short animatic plays, revealing your teammate character. I animated these in Unreal UMG while utilizing the material system for effects.

Options & Comfort

Options, especially those related to comfort and accessibility in VR, can be tricky things to get right. Over the course of development, I planned, refined, and collaborated with directors to land on the final implemenation. The final list of options is based on research of accessible practices and a careful evaluation of what this game in particular needed to be enjoyable to a diverse set of players.

Options menu

In order to minimize friction and confusion within the comfort menu, I defined 3 comfort presets. These not only encourage experiementation, but also act as a safety net, allowing the player to fully customize options while being able to easily roll back to recommended settings.

Combat Results

The combat results screen was designed as a critical thematic element and a fun, satisfying way to make the player feel the impact of their stylish gameplay. Since Deadpool is an intergalactic livestreamer in this game, this screen features a fake live chat that is directly reactive to the player's performance.

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Environmental S.H.I.E.L.D. Interfaces

Throughout the introductory level on the S.H.I.E.L.D. Helicarrier, I designed various animated Fictional User Interfaces (FUIs) as a thematic addition to the environment. These were designed with a large set of  graphical elements that were then assembled in Unreal materials to move and animate in interesting ways.

Animated monitors

Font Creation

In order to facilitate the team-wide need for specific alien-language glyphs, I created two typefaces that were utilized throughout the game. This greatly increased efficiency across UI and environment art creation.

Xandarian Sans is based off of the Xandarian language glyphs seen at EPCOT in Walt Disney World. Mojo Sans is a fully original typeface created for Mojoworld environments.