Impostors

Impostors
Impostors

MAKE — IMPOSTORS

Impostors
Client:
SUPERVERSE
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Domain:
Make, Evolve

A fourteen-month, full-team engagement that established the production framework, agile process and toolchain for a multiplayer social-deduction title.

Partner studio: Puny Human

Concept

An online multiplayer social-deduction game — crew against impostors aboard a shared map — with cosmetics, progression and a planned map-maker toolset, built in Unreal Engine for a publisher entering games from outside the industry.

Requirement

The partner needed more than engineering hours: it needed a production capability. The ask covered establishing a production framework and agile process from scratch, standing up the toolchain, and running the build of a live-service multiplayer title through to beta — for a client with no existing internal development organization.

Approach

An executive producer and an eleven-person studio team took the project on as effectively a full-team engagement — the largest concurrent staffing commitment in the studio's history.

A production framework and agile process were established from a standing start, with the toolchain built out on Unreal, Plastic SCM and Jira and a structured player-feedback loop integrated into the development cycle.

The team carried gameplay, systems and platform engineering, art and production through to a playable beta.

Delivery scope

  • Production framework and agile process design
  • Executive production
  • Gameplay and systems programming
  • Multiplayer and backend systems
  • Art production
  • Toolchain setup (Unreal, Plastic SCM, Jira)
  • Player feedback integration
  • Quality assurance

Results

  • 14-month engagement, February 2021 – March 2022
  • 12-person project team including 11 studio staff — the largest concurrent allocation the studio ever ran
  • 140–160 person-months delivered
  • Title reached playable beta, with battle pass, map-maker tooling and free-to-play release planned
  • Production framework, agile process and toolchain delivered as durable client capability alongside the build

Engine: Unreal Engine.

14-month engagement, February 2021 – March 2022

Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.An open wireframe cube crossed by diagonal lines converging at its corners.

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