Marvel Click

A Multi-Part Animated Series

Animation

Marvel HQ

Blending Worlds

Bridging 2D & 3D Through Unreal Engine

Here is a project that challenged us to rethink our usual approach—and it’s finally making its way into the world. This mixed-medium production pushed Unreal Engine into new territory, where we developed a custom cel-shaded material and lighting system to capture the feel of traditional animation within a dynamic 3D space.

The result transforms a once-2D series into a hybrid world of limitless depth and motion, seamlessly merging Unreal environments with Toon Boom animation to create a look that’s both nostalgic and entirely new.

Marvel HQ

Villian stories

1 Location + 5 Episodes

We helped bring five episodes for Marvel to life through a tightly integrated 3D-to-2D pipeline. We started out by building full 3D locations, and then we animated cameras to capture the full scope of each episode. Once initial renders were delivered, the 2D team animated select characters and assets, which were then returned to the 3D team for placement and dynamic interaction within the environment. Final 3D renders were sent to compositing, where additional effects and 2D animations were seamlessly integrated, creating a cohesive and visually engaging experience across all five episodes.

BTS Footage

Behind the Scenes:
2D characters in a 3d world
We explored multiple approaches for animating 2D characters and assets within Unreal Engine, prioritizing flexibility early in the process. As creative needs evolved, we adapted our workflow accordingly. Collaborating with character animators in Toon Boom, the final result blends 2D animated characters integrated into a 3D environment with additional 2D elements composited in post.
rigged robots
By using Control Rig, we animated entirely within Unreal Engine using clean, production-ready rigs. This real-time workflow reduced pipeline friction, sped up revisions, and gave the creative team instant visibility into final-quality results, improving both efficiency and creative confidence.
chaotic dynamics
For this project, we needed to simulate the destruction of multiple objects and have them interact naturally within a built 3D environment. Traditional simulations in Blender and Cinema 4D proved slow to iterate, difficult to control, and prone to system instability. By moving the work into Chaos Physics within Unreal Engine, we were able to simulate and bake destruction directly in context, enabling faster iteration and reliable, production-ready results.

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