Level Design, Programming Support

2024 - 2025

Marvel vs. Capcom: Infinite is a crossover fighting game released in 2017, bringing together iconic characters from Marvel Comics and Capcom’s gaming universe.

Marvel Vs Capcom Infinite was a game that was praised for its core gameplay mechanics and tag-based combat system, however it was heavily criticised for its underwhelming visuals.


Marvel vs. Capcom: Infinite Beyond is a project i had the privilege of working on, with a team size of 29 members, and spearheaded by the Biggest fighting game content creator Maximillian Dood, I helped with reimagining the game’s visual identity with two brand new stages.

A Revitalised Training Mode

Every fighting game needs a solid training mode, and Marvel vs. Capcom: Infinite is no exception. The original training stage in the base game was notoriously minimal, a grey grid with basic lighting.


While it served a functional purpose, it didn't reflect the vibrant worlds the characters came from, nor did it invite extended practice sessions in a visually engaging way.


I was tasked with reimagining a new training stage for Beyond, the theme of going "Beyond" rings true throughout the visual identity of this stage, with a cosmic realm peering past the stages gridded guidelines.

Recreating A Classic

Marvel vs. Capcom has featured a wide range of iconic stages. Onslaught’s final stage from Marvel vs. Capcom: Clash of Super Heroes (1998) is a favourite of Maximillan Dood's, and I was tasked with bringing to life in a modern setting.

My recreation of the Onslaught stage was built from the ground up, preserving the original’s apocalyptic energy while enhancing it with dynamic lighting, atmospheric effects, and detailed environment work.

© Jordan Addams 2025

© Jordan Addams 2025

© Jordan Addams 2025