MARVEL COSMIC INVASION, Designing the logo

In 2025, I got to work on my first Marvel project: a beat ’em up with an incredible roster of heroes, staying close to the comics’ visual DNA, and an ambition that didn’t hide itself at all: Marvel Cosmic Invasion

Like on TMNT: Shredder’s Revenge, the very first piece of the project was the logo. That’s usually where I start. Before a single marketing visual exists, the logo is what has to carry the whole identity of the game.

The brief

The starting idea: a logo able to evoke several things at once. Space adventure, the comics universe, and the threat of the game’s main antagonist, Annihilus. The logo breaks down into three parts: the MARVEL block, which is the mark imposed by the studio, and the two words specific to the game, COSMIC and INVASION. I had several starting directions, but very quickly a texture language took over: something dynamic and futuristic for COSMIC, and something raw and organic for INVASION.

A handful of quick exploration passes got me surprisingly close to the final direction. What struck me at this stage was how fast the iterations converged toward exactly the feeling I was chasing.

Early iteration process
Early iteration process

COSMIC: a nod to 60's and 70's sci-fi

So once I had my two base typefaces sketched out for COSMIC and INVASION, the real shaping work started.

COSMIC needed to stay simple. Bold shapes, slightly rounded corners, while keeping a futuristic, sci-fi feel close to movie titles from the ’60s and ’70s.

Reference board of period sci-fi title treatments
Reference board of period sci-fi title treatments (did you see those movies?)

A perspective effect on the letterforms reinforces that throwback feeling and does a lot of the work on its own. The choice of typeface matters just as much, and here’s a little crispy detail: it’s a font I designed entirely for this project. I’ll talk about this later…

the COSMIC wordmark
the COSMIC wordmark

INVASION: organic, dirty, insectoid

INVASION needed something else. I wanted rough, organic letterforms, with connecting elements between the letters to create a sticky, slightly grimy feel. A direct nod to the villain’s insectoid origins. 
The result has a sort of « gooey » quality and that’s pretty fun.

the INVASION wordmark
the INVASION wordmark
close-up of the connective texture
close-up of the connective texture

Finding the balance

From there it was just about adjusting the scale and perspective until every element harmonized with the others. A gradient outline running across the whole logo gives it a bit of glow and echoes the saturated colors of space-themed comic books.

An intermediate version also included a star, referencing Nova, but that turned out to be one element too many. I removed it to keep the logo readable at small sizes.

perspective and scale adjustments
perspective and scale adjustments

Texture and production

The last step before finalizing was a surface texture: a classic comic book halftone print pattern, to push the « comic panel » feel a bit further. I built it first in Photoshop, then separated the texture from the letterforms so I could rebuild everything as vector art in Illustrator. That way the logo could scale cleanly across pretty much any format, from packaging down to a single icon.

apply the texture on the logo
apply the texture
Marvel Cosmic Invasion: final logo
final logo! Tah-da!

So, that is how the logo for the game Marvel Cosmic Invasion was created!

Getting there wasn’t a straight line. There were several rounds of feedback with the rights holders, and quite a few directions that got dropped along the way.
One I still smile about: an early pass where I worked a stylized Annihilus head into the « O » of INVASION (Looking back, not the best idea😄).

not a very good idea
not a very good idea

What I like about the final result is that it works on almost every level. It nods to the comics, alludes to the villain, keeps a sci-fi reference, and still reads clearly in black and white and at small sizes.

Designing a custom typeface

As mentioned above, I created a typeface entirely dedicated to the game and its logo. It’s a process that takes time, but it’s definitely worth it. It gives a marketing campaign a real visual asset of its own, instead of relying on a licensed or off-the-shelf font.

custom typeface specimen
custom typeface specimen
full character set specimen sheet
full character set specimen sheet

Animation from outer space

The last stage of the logo work was bringing it to life. Animating a logo is its own discipline. It has to read fast, feel original, and communicate a clear intention in two or three seconds.

My intention was to stay inside a sci-fi movie mood, so I animated COSMIC and INVASION as two separate beats.

For COSMIC, several references guided me, but the strongest was the opening titles of Flash Gordon (1980). I borrowed that trailing echo effect and applied it directly to the glyphs.

For INVASION, the reference is a genuine personal favorite: the title reveal from The Thing (1982). It’s an instantly recognizable move, and reusing it works both as a tribute to the film and as a way to anchor my logo firmly inside a well-defined genre.
(I have slowed down the animation speed here so that its construction is easily visible👇).

Bringing both halves together makes the final animation much richer. I finished it with a light sheen sweeping across the outline, followed by a small starburst flare. One last callback to the original idea of tucking Nova‘s star somewhere into the logo.

Closing thoughts

Working on this logo was, once again, a genuine pleasure from start to finish. The collaboration with the Marvel team went smoothly, and that back and forth is a big part of why the final result holds up as well as it does.

I believe that logos shouldn’t merely complement a brand with a specific style; they need to tell a story and that’s especially true for video game logos. A good gaming logo embodies the game’s spirit by conveying a narrative, referencing specific themes, and projecting a distinct personality. It serves as a promise that the game’s true essence awaits the player.

Today, this logo gives the game a strong identity, instantly recognizable in a crowded market.
I went on to create plenty of other assets for the game (trailers, key art, physical edition packaging, merchandise), but this logo remains a significant piece of the whole project.
And a genuinely memorable milestone in my career!


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