UNRIVALLED POWER
Marvel Rivals art director Dino Ma talks to Alan Wen about creating a unique comic book style for the hit superhero shooter
ROSTER WARS Marvel Rivals launched with 33 playable characters, but it’s easy to imagine NetEase mining the IP to expand that well beyond its close rival Overwatch 2 for years to come.
All images ©Marvel/NetEase Games
Marvel may have a permeating presence in pop culture, but its forays into video games isn’t always a guaranteed slam dunk, be it 2020’s blockbuster flop Marvel’s Avengers or 2017’s thoroughly disappointing crossover fighting game Marvel vs. Capcom: Infinite, with their uncanny adherences to the MCU leading to uninspiring character designs that fall short of their big-screen counterparts. Marvel Rivals has, however, smashed expectations since its launch last December, having already reached 40 million players worldwide as of this February. That’s no mean feat given that it’s a team-based PvP shooter, a genre that faces fierce competition where only a few emerge victorious.
Arguably one important contribution to its success is that it’s the most visually stunning Marvel game ever made, reinvigorating a rich history of comic book superheroes and supervillains in the same way Spider-Man: Into the SpiderVerse has affected the animation industry. And just like Sony Pictures Animation’s films, Rivals combines the most cutting-edge technology with hand-drawn comic book aesthetics, while also having Marvel’s rich history and catalogue to dive into.
PUNISHING HERO Wielding a gun might seem very conventional in a superhero game, but don’t tell the Punisher that.
We sat down with the game’s art director Dino Ma to share how this unique artistic style and visual system, referred to as “Dynamic Comic Style”, was created. It’s not the first time Chinese studio NetEase has made games with the Marvel license, having previously developed two titles in Marvel Super War and Marvel Duel, though these were for mobile and only ever released in a few select Asian territories. Rivals, however, was an opportunity to work on a larger canvas, while being realised with the latest Unreal Engine 5 tech on current-gen platforms.
“I believe that Marvel Rivals stands out with its distinct gameplay mechanics,” says Ma. “In developing the visual style, I not only focused on the overall aesthetic, but also considered how it aligns with the genre and gameplay dynamics.”
A FITTING HEROINE DESIGN
Dino Ma on crafting and incorporating one lesserknown hero into Rivals
“From the outset of Psylocke’s design, we envisioned her as a master assassin who wields psionic weapons. For her outfit, we chose a striking blue and white colour scheme, which is complemented by a red scarf and waist sash. She wears a blue haori jacket that exposes her right shoulder, with a formfitting bodice wrapped in white bandages underneath. Overall, her attire is lightweight and combines Japanese elements with modern aesthetics in a tailored design.
“In addition to her striking appearance, Psylocke possesses powerful telepathic abilities, allowing her to manifest various weapons from psychic energy, including katanas, gauntlets, hand crossbows and shurikens, all of which she wields with expert proficiency. As a master assassin, she can also quickly conceal her presence and create a secondary butterfly-shaped energy form for assistance, which gives her the flexibility to turn the tide of battle.
“The overall design and abilities align perfectly with our vision of a duellist character within the team. Ultimately, we translated her design concept into both her role and gameplay mechanics, which is the exact foundation of how we approach character design.”