In the world of Invincible VS™, there is no room for compromise. Positioned as “the bloodiest fight in the universe”, the new game of the same name as its Invincible-inspired comics and show brings brutal, tournament-quality superhero combat to life with the goal of filling the 3v3 tag fighting game void that’s existed for a long time.
Developed by a core team of about 40 developers at Los Angeles-based Quarter Up, the game is bringing visceral combos, special abilities, and ultimate finishers to the forefront as players battle to the death as a team of fan-favorite characters in iconic locations.
Of course, creating a tournament-quality fighting game with high-profile IP attachment is no easy task and, to achieve its uncompromising goals for the project, the team at Quarter Up chose Unreal Engine 5.
What went into selecting the 3v3 fighting format and how has the relatively small team leaned into Unreal Engine 5’s rich feature set and established workflows to maintain its development momentum? Also, how is the team taking advantage of source code access and leveraging Unreal Engine’s built-in profiling tools to deliver the 60 fps action that’s crucial to the experience? We went toe to toe with Quarter Up’s Executive Producer Michael Willette and Technical Director Bill Merrill to find out.
Thanks for joining us! Could you please start off by telling our community what Invincible VS™ is all about and how it correlates to the popular show and comics?
Michael Willette - Executive Producer: Invincible VS™ is a brutal, tournament-quality superhero 3v3 tag fighting game that lets players become a superhero in the bloodiest fight in the universe. The game is set inside the same universe as the comic and show, but it's a unique side story. Essentially, it’s a stand-alone special episode! Our goal is to be a natural evolution of media, going from comics to show to game. We’re an in-house studio, which allows us to work very closely with the comic and show teams.
What factors went into selecting the game’s 3v3 tag combat system?
Willette: There hadn’t been a 3v3 tag fighting game in a long time; we wanted to fill that void for the fighting game community, and we saw an incredible opportunity in the Invincible universe with its roster of characters and factions—like the Guardians of the Globe, Teen Team, and the Viltrumites.
We like the hype that comes with 3v3; characters have unique playstyles and move sets. Players mix and match those unique styles to best suit the way they want to play. We also enforce the idea of team and team synergy. Teammates help extend combos and break up your opponent’s attempts, but everything comes with some form of risk and reward. We want you paying attention during every interaction!
As a new studio making its debut title, how large is the core development team and what type of evaluation process goes into determining which engine to select?
Willette: We have a core team of around 40 developers and utilize co-dev partners to scale up as needed. This allows us to be extremely agile.
Our games must run at 60 fps—no matter what—with beautiful visuals. In selecting an engine, we wanted a mature codebase that was flexible to our needs and had a lot of familiarity with the team.
Why was Unreal Engine 5 chosen for this project and which UE5 feature(s) stood out to you most during development (and why)?
Bill Merrill, Technical Director: Unreal Engine 5 is feature-rich, enabling a relatively small team to waste no time in standing up core gameplay from day one. Technical teams are able to focus our limited resources on differentiating aspects of our technology. Another major aspect of UE that holds huge value for a team like ours is its broad platform support out of the gate.
From signature moves and visceral combos to special abilities and ultimate finishers, how has Unreal Engine 5 helped you iterate on and implement the game’s brutal superhero combat?
Merrill: UE’s content workflows are intuitive and comfortable to work in. Our animators and artists can pump content into the game confidently, allowing them to be creative and work quickly. The only way to deliver on this kind of gameplay is tons and tons of iteration.
How have Unreal Engine 5’s lighting, materials, and environment tools helped you achieve an overall visual style that stays true to the source material?
Merrill: We’ve worked to strike a balance between dynamism in our lighting (to accommodate destruction) and performance, which is challenging given the competing goals of unyielding 60 hz gameplay and high-fidelity visuals, while targeting consoles and mid-level hardware. UE has maintained broad support for rendering features old and new, each with their own trade-offs, enabling us to find the techniques that suit our scenes, gameplay, and performance needs best.
Which UE5 feature(s) had the largest quantifiable impact on cross-discipline workflows? How did these features help the team reduce iteration time, improve team collaboration, and/or lower production costs throughout the development process?
Merrill: Niagara is an exceptional set of VFX tools and systems that have allowed a relatively small VFX team to outfit a tremendous amount of highly visual and superhero-grade combat. Our technical VFX artists are able to understand performance and scalability, while leveraging both CPU and GPU. VFX tools in most engine technologies struggle to elevate these elements in a way that VFX artists find intuitive.
Unreal’s core strengths lie in its broad feature set and excellent artist-facing tooling, so we’ve enjoyed the benefits of that strategy across so many areas of the game and its development.
How important has it been for you to have access to UE’s source code throughout development?
Merrill: Ultimately, Unreal wouldn’t be an option for us without source code access, so I can’t overstate the importance it has had for us, whether it’s been in adding or extending features, fixing bugs, or optimizing systems for our needs, source code access is essential. Even the ability to change a default value based on our common cases is pretty vital for keeping the team moving quickly and confidently.