When I was 12 I realized that games don’t pop up out of nowhere — there has to be someone to bring them to life. So I asked myself: why can’t I be one of those people? It took some time and eventually when I got a “little” older I was able to get a position in Skyriver Studios and became involved in the development of Order of Magic.
I switched to INSOMNIA in 2013, even before we had our first successful Kickstarter. I was responsible for implementing AI along with quest and dialogue systems. So whenever NPCs act weird during combat everyone on the team knows who to blame, haha. I have also worked on miscellaneous game mechanics, interfaces, tools for other devs and localization support.
The overall process of working on INSOMNIA was very inspirational on its own. It was really interesting to witness how the game has evolved over the years. Each team member invested so much time, energy and effort in this project. We became a real family while working on this game — we spent time together, created paintings, visited gigs, and helped each other in different ways.
Good games have been the other source of constant inspiration for me. I always play something and it’s very heartwarming whenever I see someone leaves comments for INSOMNIA saying that this game had an impact on their lives.
I play strategy games a lot, including HOMM 2-5 (2nd installation is my favorite one, not the 3rd!), StarCraft, WarCraft, and X-Com. I’ve got Switch last year which opened new Zelda and Super Mario Odyssey for me. Currently, I’m fiddling with Into the Breach, Binding of Isaac, Banner Saga, and Divinity 2: Original Sin.
I’ve become a part of the video game industry back in 2011 when I had a chance to work on a Tetris-like title. This was an interesting experience and I decided to pursue this direction of work further. This is when I found out about INSOMNIA, and still remember my first meeting with Anatoliy (lead developer of the game).
I was responsible for INSOMNIA’s sound design till 2017 and gave “voice” to quite a few things during this time: environment, guns, inventory, monsters, robots, some jazz tunes for radio broadcasts and background music for a few locations (Thyper Shelter, Reservation D-106, etc.). I was also involved in collaboration with other musicians and voice actors.
My main inspiration comes from one simple thing: the very thought of creating a world, even a virtual one, is astonishing. I’m an occasional gamer and, currently, I try to play all the classics I’ve missed for any reason including Deus Ex, Divinity, Invisible Inc, Soma, Mark Of the Ninja, Tomb Raider, Pathfinder, etc. My most recent interest is Overwatch which I usually play with my brother. I also have a special place in my heart for Bioshock, Baldur's Gate, Planescape Torment, Silent Hill, Tekken, and X-Com.
My gamedev era started back in 2013 when I met a fellow musician from the Montren project and we decided to try and do something together. Eventually, this evolved in a completed track and we’ve managed to put it into Coma: Mortuary, an indie game from our friends.
A year later I was browsing VK (a popular Russian social media website) looking for tracks by an old punk band called Insomnia and stumbled upon an ad regarding an RPG game with the same name looking for musicians. I’ve decided to take my chance and spent the following 3 days on composing the “Main Theme” track.
I wasn’t the only one who showed interest in this position, however, I was lucky enough and got the job. I was given the go ahead to do whatever I want in terms of creating music for the game and this is exactly how the “Hollow” and “Radiation” tracks came to life. Other tracks were more “guided” in certain ways and I had to consider the feedback and references from the rest of the team. Yeah, by the way, all the music I’ve recorded for INSOMNIA is in A minor, 432 Hz. Just sayin’.As always, stay tuned for our future biweekly updates regarding the lore, extra backstage information about INSOMNIA, and any progress with v1.5.
I draw inspiration for all kinds of music. Also, I love to have long walks in parks which usually result in spontaneous field recordings. For example, at some point, I heard a howling dog and recorded the sound (you can actually hear it in the “Hollow” track from
INSOMNIA’s OST).
When it comes to gaming, I enjoyed playing This War of Mine and Mutant Year Zero: Road to Eden, and Stasis. I was playing Factorio heavily while working on INSOMNIA and continued with Skyrim and Pillars of Eternity. Back in the day, I enjoyed all Infinity engine powered games, Fallout 1-2, and HOMM III.
Before INSOMNIA I was mostly volunteering in smaller game projects and also performed occasional freelance work as 3D artist and CG-generalist. Basically, thanks to INSOMNIA I got the chance to grow my expertise in all directions.You can find more INSOMNIA related 3D-art from Anton over here
I became a part of the development team back in 2013 and my main responsibilities included adding textures to surfaces, creating 3D modules (walls, doors, etc.), guns, characters, animals, vehicles. Also as a lead artist, I was responsible for teaching/managing less experienced team members and distributing tasks between them. I did other related things as well but they are kinda cryptic to be of any interest to the general public (you can read a brand new interview regarding this matter at 80lvlthough).
Typically, the best way for me to get inspired and to nail each given task is to browse as many visual references as possible. Currently, I’m a vivid Destiny fan and was also able to complete Subnautica along with RUINER (was really pleased with the visual aspect of this game). Sometimes I feel like playing some oldies like Quake III and Postal 2.
I started out with getting acquainted with Anatoliy (Mono Studio’s CEO) which happened back in the college days. He dreamed to build a game for quite some time and after a while, we actually started doing our first steps in this direction.
There was no studio or any kind of team back then. However, after some time Anatoliy was able to find two programmers and some funding — this is when things got more serious. At that point of time, I had no solid experience as a 3D artist which made me learn everything as we moved forward.
So I was quite lucky to get involved in a very big and ambitious project and my duties included constructing 3D modules for locations (just like Anton), environment objects, some of the statues/robots, and high tier armor sets. Basically, whenever you are looking at the screen while playing INSOMNIA, there should be always something I’ve created or was involved in.
To get a proper art-deco/retro-futuristic inspiration for the project I was watching related movies and animated series — Anatoliy had a huge collection of those at the time, and needless to say, he forced me to watch all of them haha.You can find more INSOMNIA related 3D-art from Ilya over here
These days I comfort myself with playing Destiny 2 and DMC 5. I’m really enjoying my time with Sekiro as well since it’s an outstanding game visually etc. When it comes to old games — I feel nostalgic about Space Rangers 2, Morrowind, DMC 3, Neverwinter Nights 2, Dragon Age and many many others.
I was introduced to the gamedev industry just like many other members of Mono Studio — by working on INSOMNIA. However, I started my first 3D-art experiments more than 10 years ago and became a part of the team in 2014 in a very unusual way.
At that point in time, the studio’s lead 3D artist was looking forward to building an effective pipeline for all 3D related work. We had a certain amount of existing objects that had to be imported into the Unreal Engine 4 editor and I was asked to build a tool that would automate this process. After this task was completed I continued to develop similar tools to improve our workflow. Eventually, I ended up doing the more usual 3D artist stuff — modeling objects.
I did quite a few things inside the game including the vulture’s statue in Vulture’s Nest and all kinds of trash which usually serve as an important decorating element of almost any location of Object 6. When it comes to inspiration — our office itself serves as a great source of ideas: it’s filled with an unbelievable mix of sketches, huge paintings, antiques, swords, and shields. And, of course, I enjoy reading books, watching movies, listening to some quality music and playing games.P.S. a few words regarding v1.5: as we have already mentioned in the comments to previous updates and in the Community Hub — this patch is undergoing testing at the moment and we expect QA to give us some news in the middle of next week. See you soon!
I prefer RPGs mostly and my latest gaming sessions were dedicated to Horizon: Zero Dawn and Kingdom Come: Deliverance. My top list of games also includes Warcraft 2, Fable: Lost chapters and Kingdoms of Amalur: Reckoning.
INSOMNIA is my first project and before that, I had only occasional experience in the video game industry as an artist and animator. My initial goal was just to create beautiful 3D scenes but I ended up being the CEO of the company.
However, when it comes to indie teams, combining several roles is quite common. I was no exception and served as an artist, art director, and level designer at different stages of development. I did the initial concept art for INSOMNIA but at some point, I realized that in order to meet my own levels of standard and expectations, I needed to recruit more experienced professionals. In addition to that, I’m responsible for the way the characters look and how they are built, certain UI aspects, AI tuning and loot distribution in the game.
Obviously, old-school RPGs like Fallout 1 and 2 were my initial source of inspiration. However, later we felt like we don’t want to make just a clone of these games. Instead, we should try to take a step forward within the genre. This made the overall development process somewhat harder but it gave us valuable experience in return.
When it comes to other games, I really enjoyed Total War, Mount and Blade and the RPG genre in general. Lately though, there isn’t much to it other than the second installment of Pillars of Eternity. I also dig games like This War of Mine, Limbo and Inside — they doesn’t require too much time and feel satisfying after just 3-4 hours of gameplay. I feel like this is a very effective way to design games and would like to move in this direction with my future projects.
My story started in 2010 when I first met Anatoliy Guyduk. That summer he introduced me to the “Icar Project” which later became what we know as INSOMNIA: The Ark. I’ve joined the team and started covering the technical side of things.
I was responsible for implementing all of the main quests and some of the sidequests as well. Which means I must be the most knowledgeable person when it comes to the story of the game. I really enjoy working on this title as the member of the team and I feel that this is the best source of inspiration for me.
I play INSOMNIA very often since we still need to improve quite a few things. Other than that I’m fond of 7,62 and games from Rockstar.
I clearly remember how I was invited to Mono Studio by one of my friends — she told me that they have recently started developing “a big game”. When I first visited them back in 2012 it didn’t take a long time to realize we are cut out to work together: I loved the atmosphere and aesthetics of the game and the studio itself. So many ambitious ideas were born there, and so many have never meant to see the light of the day (as we figured out later).
I’ve joined the team when INSOMNIA was still in the pre-production phase. It looked different and generally felt like a collection of emotional and chaotic concepts. It took a few years of episodic work (we took our time, so to speak) to create a core for the future game, and we were able to continue with a more active development ever since we were successfully funded on Kickstarter in 2014.
My responsibility was to help develop the setting and the story. After we were satisfied with the outlines of the INSOMNIA’s world I became more active with adding details to the lore, characters, dialogues, and narrative design. Generally, I ended up being involved in everything text related (localisations, etc.)
During my work on INSOMNIA, I was inspired by all kinds of things. You’ll never know which cultural element will give you some fresh ideas — it can be a 14th-century musician’s bio, a Korean art-house, Russian B-movies from the 90s or some random Facebook story.
Usually, though, this role is reserved to the sci-fi literature of 40s-80s, historical events, movies/TV-shows/animation with no specific genre or time period (sci-fi and good old classics are always a priority though), old-school comic books, as well as art of all shapes and forms. Also, I really admire the Japanese creative mindset — there’s always a big chance to find all kinds of madness being produced there (especially in the 70s).
These days I rarely invest my time in hardcore games, however, I really love Space Rangers, Paradox games, Cuphead, Ori and Blind Forest. Playing Kingdom Come sounds like a good idea but I can’t let myself to spend 100+ hours on a game these days.
Mostly, I play games with outstanding stories and atmosphere like Darkwood, Soma, Return of Obra Dinn, Cat Lady. I also dig story-driven FPS games like Bioshock or F.E.A.R (oh, I just realized I’ve spent at least 50 hours playing Into The Breach). Some time ago I had a crush on “weird” titles like Stanley Parable and Magic Circle. And there is certainly a list of games I can’t avoid playing no matter how much time it will take to complete them (Talos Principle, Portal and The Witness).
“Insomnia: The Ark has been a long time coming. Developed by Russian developer Mono Studio over the course of nine years, it gained a significant following after a successful 2014 Kickstarter campaign. Now this retro sci-fi RPG is finally ready to play, and looks like an impressive combination of Fallout, Mass Effect, and Bioshock.” - Marshall Lemon @ VG24/7
“The art direction is mesmerizing. The dieselpunk Nomah civilization has a fascinating and beautiful aesthetic. It looks like a combination of Soviet propaganda and architecture with retro-futuristic elements. As said in the preview, the influence from the art direction of Fallout and BioShock is very clear, though it’s not just a barefaced imitation. It’s an original combination of elements and details, with a sleek space station visual design.” - Richard Costa @ Techraptor