Development

Forging Mythbound

Ambitious movement. Godly abilities. One competitive arena.

Built in Unreal Engine 5.7

Technology in service of the fight

Mythbound uses Unreal Engine 5.7 to connect high-speed movement, ability-driven combat and competitive multiplayer in one playable arena brawler.

Gameplay Ability System

Power with structure

Unreal Engine’s Gameplay Ability System gives the team a shared framework for the Bound’s combat abilities, effects and interactions. It lets distinct kits grow without losing the rules that keep competitive play readable.

Motion Matching

Movement that stays connected

Motion capture and Unreal Engine Motion Matching support transitions across running, sliding, wall-kicking and combat. The goal is fluid motion that keeps pace with the decisions players make in the arena.

Competitive Multiplayer

Built around the fight

Mythbound is developed as a multiplayer game. Movement, melee, abilities and objectives are tested together so every system serves the same fast, readable competition.

Production

Tools behind the arena

The Unreal Engine and art pipeline the team builds Mythbound with.

Unreal Tool Stack

  • Blueprints
  • GAS
  • CommonUI
  • Enhanced Input
  • StateTree
  • Niagara
  • PCG
  • World Partition
  • Full-Body IK
  • Motion Matching
  • EOS
  • Unreal Insights

Art Stack

  • Maya
  • Blender
  • ZBrush
  • Houdini
  • Substance Painter
  • Substance Designer
  • EmberGen
  • Vicon Shogun
  • Photoshop

Developer ViDoc

Inside Mythbound

The team shares the work, challenges and decisions behind the current game.

See the game

Enter the arena

Watch Mythbound’s movement, combat and abilities in action.