The atlas: one crossing per cover, the whole run stackedThe challenge
Max had the deepest catalogue in streaming and the shallowest relationship with the people who love it. Fans of its biggest worlds organised on other platforms, because the service offered a grid of thumbnails and nowhere to actually be a fan.
The solution
We built Max Universe as a navigable map rather than a feed. Worlds have coordinates, timelines and edges; titles sit inside them. The X in the wordmark is drawn as two crossing beams — the point where two worlds intersect — and that crossing becomes the core interaction of the whole product.
Every world gets a code, a coordinate and a tile
Contents as legend: six ways to read the map
The poster insert: forty routes, every crossing ringed
Feature spread, cropped hard: the argument in three lines
Worlds on a rule: the timeline runs through the gutter
The product: a map you navigate, not a feed you scroll
World profile: the edge is where two catalogues touch
Chromatic specimen: the display face, six offsets deep, beside the coat laid flat and closed
Kit of parts: tokens, tickets, tape, one crossing pinProject Information
Every streaming service solves discovery the same way: a vertical stack of horizontal rows. It is efficient, it is universally understood, and it is completely hostile to fandom.
Fans do not browse. They go deep, sideways and backwards — into timelines, into adjacent titles, into the specific episode where two things connect. None of that is expressible in a row of thumbnails.
Max Universe replaces the feed with a map. Worlds occupy space, have edges and neighbours, and can be entered rather than selected. Titles live inside worlds; timelines run through them.
The X in the wordmark is drawn as two crossing light beams — the moment where two worlds intersect. That crossing is not decorative: it is the core interaction, the point where the product invites you sideways instead of down.
The interface stays almost monochrome so that key art carries all the colour, and the blue-to-violet beam is reserved for navigation states — the light you follow rather than the thing you look at.
CAIO BARRETO
Creative Direction:
Caio Barreto
Design:
Júlia Bertoldi, Nara Vasconcelos, Kwame Osei, Marina Yuki
Motion Design:
Rafael Duarte, Ingrid Sollberg
Interactive Design:
Caio Bastos, Elif Demir
Strategy & Copywriting:
Priya Raghunathan, No Alves
Project Management:
Helena Braga
Account Direction:
Diego Fontenelle
Operations:
Sofia Krammer
Product Design:
Caio Bastos, Elif Demir
Motion Systems:
Ingrid Sollberg
Fonts:
ABC Favorit, ABC Diatype — Dinamo
Year:
2026
Digital Product · Concept
Self-initiated concept work. Max Universe is not a client of CAIO BARRETO. Imagery generated, not photographed.