Game Director David Hall and much of his team at Quarter Up are passionate about fighting games. Ever since their work on Killer Instinct 2013, they’ve wanted another shot at developing a fighter. With **Invincible VS**, they finally have that opportunity—a golden chance to flex creative muscles the studio hasn’t used in a while. The enthusiasm and experience gained from previous projects are now shaping Invincible VS into a strong tag fighter, built on a foundation of lessons learned and genuine excitement.
When Killer Instinct transitioned to development by Iron Galaxy for its Season 2, the Hall-led team felt both proud and disappointed. While the game continued to succeed, Hall and his crew were left yearning to return to the fighting game genre and reconnect with the FGC (Fighting Game Community). Years went by as they worked on other projects, all the while seeking out another opportunity to dive back in.
One aspect Hall is especially enthusiastic about is the feedback loop between players and developers. Throughout Invincible VS’s development, the team at Quarter Up has prioritized player feedback, striving to create exciting content while incorporating fan suggestions and responses into updates and improvements.
As for why Quarter Up chose the tag format for Invincible VS, the answer lies in the source material itself. **Invincible** is known for its diverse factions—superhero teams, Viltrumites, criminal organizations, and more. Many battles in the show feature characters fighting alongside each other rather than one-on-one, making the tag team structure a natural fit. Quarter Up recognized that the very nature of Invincible’s narrative translated perfectly into an engaging tag fighter format.
With a renewed sense of purpose and direct inspiration from the Invincible universe, Quarter Up is poised to deliver a fighting game experience that both veteran fans and newcomers will enjoy.
https://www.shacknews.com/article/147051/invincible-vs-developer-interview