With such a diverse cast of characters that include fan favorites such as Captain America, Iron Man, Spider-Man, and more, can you talk about how you approached designing the game’s combat system?Lead Combat Developer Dongwoo Ye

: As you said, there are various characters in the Marvel universe, each with a huge fan base. And fans are deeply attracted to the thrilling battles and unique aspects held by these characters. Our goal was to allow the existing fans to discover the characteristic elements of the characters they encountered through the original comics and various other media in the game as well as experience them firsthand. To this end, we designed the unique battles and movements of superheroes, as well as the characteristic gimmicks that represent the character’s identity, to be experienced directly in the game.

Users can directly experience the characteristic combat techniques and movements of their favorite superheroes, as well as unique movements such as Iron Man’s three-point landing and Spider-Man’s web-swinging. Above all, in order to effectively express these elements in the game, we had to overcome various technical challenges and make new attempts.

While providing an MMO environment where many users can access and play at the same time, superheroes have to implement action like a single-player game for the fast and flashy abilities and movement. In addition, in order to express superhero battles without boundaries between ground, air, running, jumping, flying, and landing, we had to take on a new technological challenge called the 3D Voxel system. After numerous performance tests and optimizations, we were able to fit all of this into a small device that fits within the palm of your hand.

Thanks to all these technical challenges and achievements, we now have Captain America, Iron Man, and Spider-Man coming to life within mobile devices. 

The bosses in MARVEL Future Revolutions can be a real challenge. Can you delve into how you approached designing the enemies in the game?

Senior Combat Designer Jaeyoung Park: We talked a lot about how to approach our players by collecting various information such as appearance, characteristics, and growth background of supervillains from the comics and movies.

For example, Thanos is very powerful but not very fast. We needed a look that felt very solid and heavy, and we needed to show slow but dignified movement. We designed and worked to reproduce the unique aura of these supervillains and applied them to the game.

Source: Unreal Engine Blog