Games still do not let go, once decided to do Atomic Hearts?
Robert: it was always a dream to make a great gaming company. All the time, as long as I can remember, I played games. In recent years, I love the series Souls, and also Bloodborne - I have platinum trophies there. In general, console games are good for relaxing, distracting from everyday life. I rarely play, but when something worthwhile comes out, I can disappear for a week, I can sit down for passing.
Who came up with the idea of the game?
Robert: the idea of the game originally belongs to Artyom Galeev, my friend, whom we have known for over 15 years. He's been doing 3D all this time.Artem is a very talented person. Such people are few.
Your project looks like a good lunatic. You somehow specifically studied Steam, looked at what it can attract press and players, or is it really what's going on in the minds of developers?
Robert: this project is visually very different from most others. This is the universe of Artem, there are many characters in it. The world for more than seven years, he thought of him earlier as a triviality over what is happening around him, distorted reality with the help of metaphorical images. The plot line was not originally there - only fragments of the world torn away from each other.
But over time, many details seemed to sew together in one large canvas. When we began to study all the fragments and developments, it became clear that they had accumulated a lot. It became possible to file this not even as a single game, but as a whole series.
Evgenia: in fact, what is now coming out is the first series of the first season.There will be about five hours of gameplay. In total in the first season four episodes are planned.
Tell us about the events that unfold in the course of studying the world?
Robert: You play for P-3 - the special agent of the artificial intelligence control service. The landing through the glass roof of the laboratory of the biorobot plant ends with a strong blow to the head on the floor. P-3 forgets the details of his task, is confused.
He has to find out what happened at the plant, and why he was here. The player will have to unravel this intricate story if he can survive and get to the end. So the description of the game on Steam sounds. At least, we decided that so far it will be so. In the videos you can see a strange character of red color - a jelly-like mass that has realized itself as a person. Like the hero Kafka, deep inside the jelly, a monstrous psychological drama unfolds, but jelly is more viable and flexible - it's so easy not to corner it.
Around it there are many plot elements. As it passes, it becomes clear where it came from at the plant and why there were tests to revive the robots. In the game there is also a love story, roughly interrupted by the boss of the factory.In general, there are a lot of interesting things that I could tell but I'm afraid of plopping the plot. I think that the pictures themselves should strongly intrigue the player and encourage him to explore the world.
What is the setting of the game based on?
Robert: we chose Soviet high-tech. What if, in the Soviet Union, modern technologies like the Internet were invented in the post-war period? There is such a mixture of insanity and Soviet aesthetics. We made a very subtle, delicate combination: first, the player is looking for electric weapons in a modern laboratory, but he is already in the dining room where he scattered scraps of robots, and robots, in turn, hung the corpses of soldiers on hooks, as if warning them that now the plant belongs to them. Sometimes a player overtakes flash cards in which he sees pictures of either the past or the future.And these pictures carry his brains. Sometimes even in the literal sense.
Was there no desire to make a roll toward the popular Soviet post-apocalypse, like STALKER or "Metro"?
Robert: we do not set ourselves the goal of copying Metro or getting into a certain trend. I am convinced that our project has its own original style and unique story.
Initially, you wanted to make a project for VR, and now it's a story single player game for Steam. Do not believe in virtual reality?
Evgenia: perhaps this is the most significant metamorphosis at the moment.We saw the game as a VR project, and we set this task in development.However, after a lapse of time, we realized one thing, as now it seems an obvious thing - when you do a development for virtual reality, each time you have to put these glasses on your head and check how everything works there, how it looks. Then you remove these glasses you make adjustments and again you put them on, again you look, shoot and so on.
The point is that you spend a lot of time on glasses. At some point this beginning is just awful to enrage the whole team. We took a strong-willed decision to postpone VR until the console version is completed, to do it later, when the development of the first episode will be close to the final. This is elementary efficiency and time saving. In virtual reality, I believe, and also that we will have versions for Steam, Steam VR PS4 and PlayStation VR.
In the original concept, you generally wanted to make the protagonist moving on the wheelchair and screw the appropriate control in the VR. Experience was too traumatic for the test group?
Evgenia: this experiment, fortunately, did not last very long. The test group was strongly rocked, we tried to realize this venture with the help of electronic control on the remote control of the stroller. They even made it possible to turn the wheels with their hands. All this, in the end, was extremely inconvenient.We decided to refuse, and make a simple teleportation.
Hard to understand by roller - you have an adventure project, where it is important to study the world, or action, where the focus is on shooting?
Robert: on balance, we aim to make a shooter, like DOOM, in which the appearance of scattered pieces of flesh and jelly will bring joy to the player.
On what engine are you developing and how many people are on the team?
Eugene: Unreal. I think that we were very lucky with the team, and especially I am satisfied with the work of our producer Oleg Gorodishenin, who shows very strong character traits and shows high professionalism. In total, the team now has more than 18 people.
How is development going at all, who makes decisions - Oleg?
Oleg: now the important decisions are made by the whole team. Hiring new employees, graphics, animations, game mechanics - in every question that arises, everyone expresses his opinion, and we come to the most correct decision. Therefore, every member of the team feels part of this project, and not just a hired employee.
No less important is the fact that we have no one playing in managers and telling the animator or programmer how to do his work correctly. Despite the fact that I am a timelid in our team, I try not to tighten all the development processes in my hands, but to establish communication between team members, collect and transfer knowledge about the project. We try to do everything so that the team can independently choose the vector of project development and effectively solve emerging issues.
But these are only the first steps to building a company with a horizontal management system. The ideal to which we will strive are companies like Valve or Supercell.
Minimum bureaucracy, minimal role of leadership in game development, transparency, interest each team member in the financial success of the game, comfortable working conditions. I am sure that by implementing all these principles inside the company, we will be able to make truly outstanding games and entertainment products.
Can you share how much money was spent on the project in its current stage? Invested personal funds?
Eugene: spent so far hundreds of thousands of dollars. Just a few hundred. We finance ourselves, from our own pocket.
Was there any difficulty in getting such a big team as a whole?Developers on Unreal in the market is not so much.
Evgenia: we must pay tribute to our producer Oleg for convincing arguments in the interviews. Ready for the demonstration episodes of the game, too, helped to adjust the future members of the team to the right way and quickly get consent to participate in the project
Do you consider the launch partners, or do you want to go all the way yourself?
Robert: we are open to constructive dialogue with the interested partner. We are ready to consider the proposals of those who share our world view, our values and, among other things, are ready to share risks with us, offer something that we do not want to refuse.