With a constant stream of content coming from the fictional worlds of superheroes and supervillains, have you ever wondered what would happen if some of those larger-than-life characters had to assume the roles of average, everyday citizens? Specifically, what would it look like for powerful protagonists to not only physically navigate the average office filled with uninspired cubicles, but also the interpersonal relationships that come with a corporate career?
That’s exactly what the team at LA-based developer AdHoc Studio was thinking back in 2022 when they set out to make Dispatch—a narrative-driven, superhero workplace comedy in a similar spirit to The Office, but where every choice matters. Since its launch last year, the game has been recognized in numerous award categories and players have had an outstandingly positive response to its story, slick visuals, and all-star voice cast including Aaron Paul, Jeffrey Wright, Erin Yvette, Laura Bailey, Travis Willingham, Matthew Mercer, and others.
So, how did the small-but-mighty team at AdHoc leverage its gaming industry experience to push the episodic adventure genre forward while selling over 1 million copies in the first 10 days—and what role did Unreal Engine play in the process? We dialed up AdHoc’s CTO and Creative Director Dennis Lenart and Lead Programmer Seth Kingsley to learn more about this super-powered project.
Thanks for joining us and congratulations on all of the success surrounding Dispatch thus far! For those unfamiliar with the project, could you please provide a brief overview of the game and how the concept of a “superhero workplace comedy” came about?
Dennis Lenart, CTO and Creative Director: Dispatch is a superhero workplace comedy set in modern day Los Angeles. You play as Robert Robertson, aka Mecha Man, whose mech-suit is destroyed in a battle against his nemesis, forcing him to take a job at a superhero dispatch center: not as a hero, but a dispatcher. In charge of rehabilitating a group of ex-supervillains, you must manage your roster while navigating office relationships and rebuilding your suit for a shot at revenge.
When we started work on Dispatch, we wanted to create an experience that took our favorite parts of comedic TV shows like The Office and mix them with the fun, fantastical world of a team of superheroes like The Avengers. Having these larger-than-life, vibrantly colored characters walking around the dull backdrop of an office full of cubicles was an image we gravitated toward early on and then we continued to build on the concept from there. Additionally, we’re a small team, so the idea of being able to confine the setting of the game to a sitcom-style location like an office with a recurring cast of characters was helpful from a budgetary standpoint as well.
As a narrative-driven project, what were your core goals for the interactive elements of Dispatch, and how were you looking to take the episodic adventure game genre to the next level?
Lenart: It was very important to us that the narrative and gameplay elements blend together seamlessly. Having Robert, the player character, take on the role of a dispatcher as his day job was a way for us to create an organic context that the player would use while playing the more “gamey” elements of the experience. Then when his shift ends, he takes off his headphones and gets mixed up in the office politics and drama that anyone who’s ever worked in an office will be familiar with…except in this case, your co-workers have super powers.
One of our goals for interactivity in Dispatch was to build a mechanic that offered more depth than games we had worked on in the past, but also could remain simple enough on the surface for anyone to be able to pick it up and have a good time playing. The strategic nature of dispatching shifts ended up being the perfect way to do that. We iterated on it for a long time during both pre-production and production to make it something that could scale across the entire season of content, while still feeling relevant to the narrative scenes that surrounded them.
As the first original title from AdHoc, why was Unreal Engine chosen for this project and which UE feature(s) stood out to you most during development (and why)?
Lenart: We actually ended up using Unreal 4.27 since we started the project in 2022. Once we got far enough along into development, it became too late to upgrade without affecting our schedule so we decided to stick with it through release.
We did end up backporting “CommonUI” features from UE5 into our version of 4.27 to solve some issues that our UI artists were encountering, as well to be able to utilize it for the foundation of our gamepad support. This allowed our UI team, programmers, and designers to all build gamepad support using a common system that for the most part just worked—as opposed to doing a lot more manual work like they had been doing previously.
Where is AdHoc Studio based and how big is the team working on Dispatch?
Lenart: We are a remote-first studio and have been since our inception in 2018. This has allowed us to build a team of really talented developers from all over the world (though most of them are still in relatively close time zones to California, which is where the largest number of members on our team is based).
Our internal team at AdHoc hovers at around 30 people at its core. During different phases of production, we scale up from there based on the needs of the project at the time, with additional contractors and outsourcing partners as well.
What can you tell us about developing the dispatching gameplay? How did the team “find the fun” and what role did Unreal Engine features play in facilitating quick iteration?
Lenart: Blueprints were crucial to our team being able to make quick prototypes. We had designers, programmers, and UI/UX artists of all various experience levels working together each day. They were able to iterate quickly so we could playtest often internally. Our designers were often able to create new features all on their own, which was critical for a small team like ours. Having the ability to create a bunch of playable ideas quickly and then constantly playtest them allowed us to iterate, sometimes even on the fly, finding problems and solutions rapidly.
Our main “dispatch shift” mechanic was something that continued to evolve and grow during development, and Blueprints became a core reason we were able to do that.
Did you take advantage of any of the in-engine animation tools in bringing the iconic characters to life? If so, what sort of benefits did this elicit?
Lenart: As I mentioned previously, we used Control Rig keyframing in Sequencer for many key scenes in our game that required previs. Since we are a small team, this allowed many different artists from around the studio to open a sequence and scrub through and edit the blocking without having to be an animator.