
Invincible VS has a character never before seen in Robert Kirkman’s superhero universe: Ella Mental.
Revealed at The Game Awards 2025 with gameplay footage, Ella Mental — voiced by Tierra Whack — joins established characters such as Omni-Man and Invincible to flesh out the roster of playable characters in the 3v3 tag fighter.
Ahead of her reveal, we got a chance to chat with not only Invincible series creator Robert Kirkman, but also several members of the development team at Quarter Up to find out some extra details about Ella Mental’s design, her playstyle, and some of the lessons that Quarter Up took away from their recent closed beta.
And be sure to check out everything announced at The Game Awards 2025 for more, as well as the winners list in full.
IGN: So to start, Robert, what can you tell us about this new character?
Robert Kirkman: Ella Mental is a completely original character to the game. We're coming in with a new corner of the Invincible Universe. The team reached out to Cory Walker and myself, wanting to see if it would be okay to add somebody new to the game to shake things up. And Cory and I took it as an opportunity to put the old creation hat back on and come up with something new for the Universe. And it's been pretty great. This team is really devoted to Invincible and is really committed to making sure that this game is an authentic experience on par with the television show and the comic book and any other kind of Invincible you would experience. And so to have a new character running around and being added to and fleshed out by them is really awesome and gratifying. And I think it just makes this game that much cooler.
IGN: So obviously this is going to be a character that's a part of this new story mode that you're making for Invincible VS. Can you tell us a little bit about what their role is going to be in that story mode?
Mike Rogers, narrative director: Yeah, we're not talking specific details in story mode just yet, but she will be appearing in the mode for sure. And you've seen a clip of how some of those characters interact with the principal Robot and Ella. And you'll have to wait and see exactly what the context, the wider context of all that is. But she's going to be a pretty pivotal part of the story and a pivotal part of the rest of the game too, because we've put a lot of love and effort into designing her kit and how she fights and what her personality's like and everything in between.
IGN: We can see in the trailer that she is voiced by Tierra Whack. Can you tell us a little bit about what it was like working with her? What was the casting process like?
Rogers: Working with Tierra was awesome. When we were trying to figure out how we were going to bring Ella to life and who would be the right person for her, Tierra was someone we thought of pretty early on. And we knew that Tierra was a big fan of the Invincible franchise. And I feel really lucky that she came aboard. She responded to the material really strongly. I think she identified with some of the stuff that we've written there and really, really brought a passion and a drive to the character. And I think that really helped heighten what we wrote and really bring this character that was so nascent to life.
And I'm really excited about all of her VO and how well it fits with what we envision for the character from the attacks to just like the conversations that they have. She's positive, she's energetic, but she's got this slight sardonic edge to her. And I think Tierra really brings that side of it to the character. So I couldn't be happier, and I think the whole team feels that way.
IGN: Speaking of those attacks, I know you can't really go into story details, but can you tell us a little bit about how she will play, what her play style is in the actual game?
Mike Willette, executive producer: Oh, a lot of mid-range, some long-range zoning, a lot of chargeable attacks, every element. There's stuff that she just does to manipulate space even in front of her so she can bring up earth to block attacks… it acts as a deterrent to trying to get in on her, and she can shatter it, and you can see part of that in the little glimpse of the video. But she uses water, fire, air, and earth to get around. We really wanted something different. So when we asked politely — begged Robert — like, "Hey, this would be a great idea to add a new character, and we'd love for something that's just different that we haven't really explored before that we think we could have some creative gameplay," Robert and Cory are like, "Oh, we'll get back to you," because it sounded really exciting.
And so as soon as we saw the concepts, we're like, ****, we know what we're going to do. So then we had to get creative and say like, "Oh, how do we solve this?" We're like, "What kind of attacks? What do we think we can pull off?" And that's when we go to Dan [Eder]. We're like, "Dan, what do you think for the art? What can we pull off?"
IGN: Robert, you mentioned something about putting the creative hat back on. What was that like coming back to the world of Invincible to create this new story for this game?
Kirkman: I feel like I've never left the world of Invincible just because I went right from the comic to the TV show. So it's just nice to do more. One fun aspect of Ella Mental is that she was backwards engineered to be in a video game. So when Cory [Walker] and I sat down, it was like, well, what are the deficiencies of the Invincible characters in the context of a video game? And we don't have a lot of projectile throwing characters, and we don't really have anybody that throws fireballs or hits people with rocks. And we have names that we kick around every now and then because a lot of Invincible names are like a normal name that fits inside a different word.
And so we'd just be sitting around hanging out and we'd be like, "Ella Mental, that's something we can do something with at some point in the future because it's like Elemental." And then the name Ella is in there. Look at that. That's how creative we are just to completely nail it down. And so we had that in our back pocket. And so it was like, "Oh, we can do something with this Ella Mental name and do some cool stuff with it."
IGN: Coming around to Dan, what was the process like of bringing this character to life in terms of from concept art to putting her in the game?
Dan Eder, art director: I think it was completely different from any other character because we didn't have any reference. Essentially, we got a sketch from Cory, which was amazing, by the way. And then we're like, "How do we make this work in our game? Just if we put her next to the rest of the roster, does she look like she belongs in the same universe?" And I think instantly the answer was yes, but there was still a lot of room to flesh her out in terms of general level of detail and facial features and certain readability related concerns when it comes to some of her elements and just overall color palette, that kind of stuff.
So the first thing we did was just try to extrapolate. We looked at the concept, and then we did our own version based on Cory's concept, which was a lot more in line with just the overall art style of the game, but it still kept it very, very authentic to the original design from Cory. I think over time she really evolved, both in terms of her features as well as once we got in those moves on the gameplay side, that really informed us on the visuals like, well, how much do we want to lean into the color palette for the elements and have that be represented in her eyes, for example, which glow based on the element that she's currently casting?
And I think very quickly we landed on something that we all felt surprisingly, shockingly happy with very, very early on. Because I think when you design a new character, you don't expect it to be this smooth, not for me anyway, because again, there's so much room for error, which I feel like we dodged a lot of those traps that we could have fallen into with an original character that you'd expect. And I think players, when they get to experience this character for the first time, they're going to be shocked by how integrated she feels into the universe and how her interactions with other characters, as you saw with Robot and Rex and Mark in the trailer, those kinds of interactions are going to feel natural. And I think if you're not an Invincible fan, I wouldn't blame you for thinking she was part of the comics or the show because it feels that real.
IGN: Coming back to Robert, you also oversaw Telltale's The Walking Dead. And I know that this is a very different style of game compared to The Walking Dead, but I wonder, has the experience working on Invincible VS been similar at all?
Kirkman: I think it's been similar in that the team at Telltale was so plugged in and so dedicated that my overseeing was a few casual conversations. "This is what makes Walking Dead cool." And then going, "Hey, that looks really great. Hey, that looks really great. That's really working well." And the experience working with the Quarter Up team has been the same. We've talked early on about things, and I've worked with Mike and Helen Leigh on giving a few story points and things like that, but really it's just been a wealth of just sitting back and being like, "Oh my gosh, this is awesome. This is working great. This is looking great." Everything I've seen from Dan, the way the game is structured, it's all just terrific.
So myself, Cory Walker, Ryan Ottley, we really take it seriously that we are the stewards of this brand and we need to make sure that all things are authentic and that it's providing an additive experience for an Invincible fan. But with this one, we had to do very little because the team was just as dedicated to that as we were. And the talent behind this game really shows through and everything that you see from it. And it's been a really remarkable experience.
IGN: Were you a fighting game fan coming in, or has the process of working on this game gotten you more into the genre at all?
Kirkman: Yeah, I'm a huge fighting game fan. Street fighter, Mortal Kombat, Tekken, I love all those games. I still try to keep up, but I will say that sometimes I get a little lost in how complicated they can get and how much better everyone is than me. And I think that that's one of the things that this game tackles really well. You can sit down with this game and just have fun button mashing and be like, "Oh, I did some really cool combos. That looked really nice. I wish I knew how I did that." But at the same time, there's a lot of elements to the game that once you get into it and you're having a lot of fun, you can really dive deep and learn some really complicated things that are really impressive. And it's great that you can have both levels of play in the same game.
So it's really great. And honestly, an Invincible fighting game is almost the thing that I've always wanted out of Invincible more than a show or a movie or whatever. And so to finally have it and to have it be as good as this game is, is really a high watermark of my life, to be completely clear.
IGN: And then the final question for the Quarter Up crew, you recently had a closed alpha test period. Can you give some overall thoughts on how it went and what some of the main points of feedback you received from it were?
Willette: Oh, absolutely. It was a fantastic time. We got to play with so many people across different ecosystems, like whether they're playing on Xbox or PlayStation. Got to see people get really sweaty that quickly over three days. That was really impressive. So for us, it was really a network test, but it was also an opportunity to see how people interacted with the system, how much time it was taking them to acclimate to certain things that really separate our game from other games, which is really our Omni-Tag system. It's like the fluidity of tagging in and out. And the game is really about team and team-centric tactics.
So by day three, really seeing people capitalize on not just the active tag and assist system, but counter tags, assist breakers, when to use snaps, when not to, taking advantage of arena shifts, the people that found them and were using them a lot, and then just different nasty setups. So whether I was watching A FOxy Grampa or Mustard or Maximilian Dood or Diaphone or just all the other streams that we had going on and then just getting lots of feedback. So things that people wanted with trijumps or certain things that looped or things they wanted improved with motion inputs or just all these things that we've been taking in that feedback and we've been actively updating the game preparing for launch with this feedback in mind. So everything was fantastic from our perspective of just getting that many people into play and getting that quality feedback and just the good, the bad, the ugly, everything. It was a great, great experience.
The Game Awards 2025 trailer confirmed an Invincible VS release date of April 30, 2026 across Xbox Series X|S, PlayStation 5, and PC.
Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit