Invincible vs.A fighting game based on the popular animated and comic book series is slapped to launch next year. It is also depicted in EVO 2025, where disastrous has the opportunity to talk with his leading Combat designer, John Botista.
Bautista shared valuable insight into team experience with fighting games, especially Killer instinctAlso details on the other hand Unstoppable Vs.Sports design, approach, inspiration, character roster and mechanics, and more.
Note: Parts of this interview were edited to improve reading experience.

I wanted, first, discussion, of course, in the team’s previous partnership Killer instinctI wanted to know how the team learned those lessons Killer instinct And then made for such a big IP on it Invincible vs. Is there now.
John Botista (lead combat designer Invincible vs., So many of us were originally in the double helix team, so Killer instinct 2013. To be completely honest, whatever we have learned during that experience, too much, we tried to find the applications, because there was a lot that we had learned in that entire development cycle. We applied a lot on the main basis of the game, so movement, character (S), character interaction, hitbox, frame data, all above, all basic elements. But one of the biggest bits of nuances we discovered during development Killer instinct How interesting was the two-way conversation with the counter system.
And as we are developing a tag fighter, we are trying to find out how to get that two-way conversation in a tag fighter, but it makes sense? And this was really one of the biggest obstacles that we had to finish, because you know, tag fighters are all about combo. This is, “How much can I raise this combo? How many hits can I get? Can I catch a break?” All that stuff. And we do not want to get away from the fun of the player. We want to ensure that we include any kind of conversation, which is organic, and we managed to choose and choose when we are allowing those potential brakes to be through our assist breakers and our counter tags. And the way we are doing that the foundation for our system (in) (in), we chose and chose opportunities to include those braking mechanics.
And during the years of testing and working (on) FGC, we managed to land on this solid solid foundation of these fun back-and-forth interactions, including a lot of mind games that are created Killer instinct Such popular and so successful that was doing this, and we felt that we landed on something sweet.
It is interesting that you bring tag fighters, as now the available tag seems to be a great abundance of fighters. I just wondered if you can touch what the team is bringing to tag the tag fighters to make it separate, so it does not feel like every other tag fighter on the market right now.
Boutista: So one of our big employees when we first started thinking about how we can keep a tag fighter together, of course, reviewing what the previous tag fighters did. And one of the biggest things we discovered often were afraid of bringing them into help or really tagging independently, because there were all risks, oh yes, if I do so at the wrong time, that character is dead. And so we tried to find out different ways in different ways, in different ways.
At that top, we are trying to locate different ways to emphasize our peers as much as possible to use our peers as much as possible. We do not want this to be so, oh, yes, you bring them (for) on very small occasions to emphasize some attacks. We are liked, not, like, use them as much as possible. By doing this, you are increasing the number of hits you can achieve. You are reducing the risk. You are connecting different opportunities to combo and so on to move forward. And by doing this, we landed on a truly active flow for the combo system.
So some unique mechanics we included, going back to two-way interaction, do we have anything called Assist Breakers. So when you are hitting in the middle of a combo, you can really bring your opponent’s combo to help to disrupt. But it is not independent. You know, your cold is a big hit. It spends twice which we call boost gauge. And then at the top of it is that if your opponent actually guesses you to call in your assist breaker, if they just popp a super at the right time, they wish birthdays, as they are the correct explosion through it and maximize their losses. This is really good, (and), as I said, the mindgame, front and rear conversation is great to see in-games.
Let’s really talk about this game, because I think it is very important. This is clearly one Unstoppable IP which has a huge history behind it. You have a lot of material to work, not only with the show that has become popular, but also comic books. I was wondering where the team sees the fight style and such designs, and where you take your main inspirations, to bend it that you have already seen something that works in a fight game.
Bautista: So our main inspiration is everything, being completely honest. Whenever we are starting working on a character, we always do deep divers. We look at everything available on the character’s past, such as what their appearances were in shows and comic books, and if they have any adjacent appearance in other media. And then we to find out what some important moments are, what are some major beats? For example, what was really good about this character, and how do we take it and include it in the game?
We actually take opportunities to engage in the personality of the characters (and) in their backstory. There are lots of tricky heads for backstory for various characters. If you look at the bulletproof, the comic book has a very specific moment that we are referring to with his supreme, and it is one of the small things where, like, if we have a chance to do so, we are going to do so.
And all these characters have a very large, comprehensive history that we can attract. And so it takes a lot of research, but once we reach there, we try to find out what their inspiration is, what is their attitude, what is their presence? We can actually bend on goods to express that character in new and interesting ways, and really bring out their fight style? For example, how will you fight differently with bulletproof invincible, you know, how does Battle Beast fight?
We have different things to draw from media and (other) accessories. But translating for gameplay has a lot of tests and error, many experiments. But in all, it is really exciting, because we can push things as far as we need to get the kind of gameplay we are seeing.
When you are really deciding on which characters you are really adding to the roster, then you are limited at this time in terms of focusing on the characters seen on TV shows, or will we really be able to see characters such as dinosaurs, space racer, (and). At this time only the show is just a team (bound) by the show roster, or we will actually see some of those who have not appeared in the Amazon Prime Series in the future.,
Bautista: I am definitely limited to what I can answer. I would say that we are looking for inspiration wherever and whenever possible. When people saw the bulletproof, they were very surprised, you know, because they were like, “Wait, he is like a background character. Why would they bring him to the roster?” But we got different ways, as you said, pull their personality in and mix it, vs some other characters.
So we have the opportunity to draw with IP and a very large possible roster, and where things are there, there are some restrictions. But we are actively working with writers, with the animation team, and so, to maximize the ability for the characters. So, some interesting surprises and ready for exciting events.
So, do you think this can be a case, hopefully, if this game is still happening under the line in the content years, as the characters are added to the show, can it be a possible future DLC position?
Boutista: There is always a chance, yes. I would say, as we are developing characters, we are looking for holes in our roster, (and ask) that can fill the difference that really (that) role, in particular, can fit versus characters. Who can actually stand out in different ways? And, as I said, we have a lot of characters, from which we are already choosing (and liking) it can make it very understandable, (so) Let’s see where things can land.
Let’s talk about the universe (sports). This is not the mainline UnstoppableAs we have seen in trailers, but like an alternative universe. obviously, Unstoppable Angstrom levy, etc. are built on many versions of etc., so I was wondering whether Robert Kirkman or any person in his team would have to say that you are making here, or if it is all in the house, you are making it with scratches and making your own (universe)?
Bautista: We work directly with writers and Robert at the board. They are the ones who are actually preparing the story with which we are working. So it gives us a very interesting opportunity to advance things in different directions. Robert Kirkman has definitely input in the board. He plays the game a lot and reacts us, and we really have footage of playing with our executive producer Mike Villate. This is just her and the mike, being pursued forward, S ** T is talking, a lot of fun. It is great to see.
How fun it is for you to work on this project,
Bautista: I would say, as we have worked Killer instinct In the past, we were really unable to complete the project because we were bought by Amazon at the time, it looks almost like a redemption arc, such as the chance to return to it. There is a lot that we put in it, our time is the same Killer instinctWe love fighting games, we love FGC, we are part of that community.
How important is it that the community has shown you a lot of love?
Bautista: This is all. We (not making) this game for us, even if it is a part of ours; We are making it for FGC. So we like to work with them, at every step.
So, how important it would be to you if it was one day on the main stage?
Bautista: It will be amazing. Seeing people enjoying their game wholeheartedly, it just hits you. What I love, in particular, the game is getting in the hands of people, having fun, and crazy with them. I love smiles, those deep staring, and staring intensively with FGC. This is very good. And when there is an opportunity to see that again the first time means the world is for me.