I found INSOMNIA while browsing Kickstarter for potential job opportunities. After getting in touch with the team, sending over my portfolio and completing the test assignment, I was invited to join Mono Studio. I’ve created at least a hundred of concept arts for characters since then. I loved the way the working process was organized — quite often I had no strict borders for what I can and cannot do. This is exactly the way quite a few peculiar NPCs and bosses were created. Understanding the setting is the key here.
Also, I would like to point out that it’s quite rare to see concept art to be used inside the game in its original form. Usually, it's used as a visual reference point for 3D artists. However, one of my works can be found in Object 6 in the form of a painting. It’s a central piece in the Morach Base:
Generally, I don’t need a specific source of inspiration. Being an artist for years now, I just start drawing and get inspired in the process. Of course, it never hurts to listen to some good music, watch a movie or two, play a game or browse creations from other artists.
Games, games, games… my relationship with them is quite complicated :). I don’t play a lot. Most of the games I stumble upon feel mundane and I lose interest quite fast. Dark Souls must be the only series I’ve completed in the past 10 years. However, I’m a vivid YouTube gamer though :). Also, I admire the following classics: Fallout, Gothic, Morrowind, HOMM3, Diablo.
I’ve started my game development life as a freelancer and worked on various environment elements and locations for 2D games. These tasks also required some additional artistic and 3D modeling input, since I had to create sprites based on 3D objects.
I joined Mono Studio back in 2015. At that point in time, there was just one level designer who was searching for new members to join his team. I’ve completed the test assignment and two weeks later, I was working on INSOMNIA.
I designed and tweaked some of the levels which included the placement of NPCs, enemies, stashes, and all kinds of interactions between them. You can see some of this work in the Morach Base and Casino locations. Naturally, I worked on other parts of the game as well. However, since there were multiple designers that were involved in the process, there’s hardly any location inside Object 6 that was built entirely by one person.
When it comes to inspiration, I play a lot of games and pay attention to the way their fictional worlds are built. Of course, there are other artistic mediums that can fuel my creative fire. For example, I really enjoyed searching for abandoned USSR era summer camps. Lots of interesting stuff can be found there. Unfortunately, these days they are either destroyed or rebuilt into modern resorts (at least when it comes to Samara district).
I was just a kid when I started creating my first games. This became possible with the help of my first Soviet computer “Krista”. I’ve learned Assembler and developed a few little projects based on “Jeux et casse-tête à programmer” written by Jacques Arsac. Many years later in 2010, I was invited to a meeting with people who were interested in my area of expertise. We were discussing a project that became known as INSOMNIA and this is basically how Mono Studio was created. When I first saw the concept art for the game, I instantly knew I want to help breathe life into this world.
I served as a software architect for INSOMNIA and was responsible for the implementation of all logic and interaction mechanics inside the game. However, the most obvious visual representation of my work can be demonstrated by… elevators and doors functionality. Since I have a friend who installs elevators for living, I was able to to get all of the required information from someone who actually knows this stuff. So I’ve done my best to make a virtual representation of those as real as possible.
My favorite source of inspiration is work itself. Game development is an industry where you have to solve all kinds of tasks and I love it. This project was no exception. In my free time, I usually don’t play games at all, since this is a very time-consuming process. However, sometimes I pay attention to some of them when I need to learn new technologies. In these cases, I prefer to watch YouTube letsplays though. Anyway, I always enjoyed NFS5, all Gothic games, Risen and Elex.P.S. see you next week, insomniacs!
My gamedev story is quite short but means a lot to me. 20 years ago when I was a student I started to question my artistic future, and suddenly I was offered to participate in turn-based sci-fi strategy — this became a life-changing experience to me. I was able to come up with all kinds of aliens, locations, spaceships… this job literally made me believe in art again.
INSOMNIA experience started for me back in 2012. Anatoliy, the lead developer of the game, let me do all kinds of crazy things — some of them were quite outside of the focus of the project. Well, you can judge this pre-production era by browsing a few albums I’ve published on Behance:
#1 #2 #3 #4
#5 #6 #7
We were looking for the artistic direction — something that I believe is not always a common thing when it comes to game development. Sure, we had to dump lots of ideas since they didn’t do justice to the game’s universe. God, we’ve created so many weird, absurd and dark characters that were never meant to be a part of the final product))
Nevertheless, Anatoly didn’t regret the time we spent while developing the way the game would look since this was a valuable experience for all of us. Anyway, you can still witness some of my works inside INSOMNIA including graffiti, posters, animated videos, patches, tattoos, factions and emblems, food ads (human stew anyone?). Also, I’ve introduced the Furrynose and his “friends” to the game.
Initially, I was really inspired by graphic works of Dave McKean, Ralph Steadman, and “Khrustalyov, My Car!” movie. These days I use Pinterest for this purpose.
I don’t play games for 7 years now. When I did I was able to complete Diablo 2, Return to Castle Wolfenstein, Arx Fatalis, Silent Hill. Also, I quite enjoyed each time I had to take sewer tour in STALKER)). The most precious thing I got from playing the games are separate short episodes like that. I mean what can be possibly better than the cheerful rustle of leaves in the sun accompanying me while I was going underground?
I’ve started to work in gamedev industry right after finishing the art school. I’ve spent three years working on casual games which gave me a certain experience in this field, however, I was always looking for more. This is how I discovered INSOMNIA back in 2014 while browsing VK (popular Russian social media service), and immediately fell in love with it.
At that point of time, I was playing Fallout and got inspired by all things post-apocalyptic. I’ve created some fan-art first, but then Mono Studio started to look for additional artists, and I decided to try my luck. After a few weeks I was offered to become a member of the team and this is when things got serious.
Eventually, I did many art for INSOMNIA including concepts for weapons, ammo, food, signboards, interiors, etc. I also developed the first version of the interface that could be seen in the early demos of the game. Oh, by the way, if you’ve ever played Prologue with Thyper as the main character — you should have noticed a transmitter shaped like a cat. It’s the brainchild of mine :)You can find more INSOMNIA related art from Daniil over here and here
As a team, we often shared inspirational music, movies, and games with each other. Anatoliy, the lead of the project, was able to accumulate an impressive amount of references on Pinterest, which really helped me during the work. Initially, my concept art was more steampunk styled so to speak :)
I’ve become involved in the gamedev in quite a spontaneous way. As any kid who played the games, I wanted to create something on my own. So it all started with designing some basic board games, which involved creating custom maps, units, and dices, of course. Time has passed, I’ve finished college, served in the army, and got my first job as a storekeeper. Since I had plenty of free time, I’ve decided to do something useful with it and started drawing more often.
Eventually, this led into being involved in the development of a card-based board game which turned to be a very useful experience and opened some new doors. Later on, I’ve landed my skills to tabletop wargame Total Extinction, modifications to StarCraft 2 and Tiberium Wars 3.
I’ve joined Mono Studio in 2013 after being contacted by Anatoliy Guyduk, the lead of the project. Even though it started out as an MMORPG, it transformed into a singleplayer story driven game later on. With time I did more and more concepts for the game including weapons, armor and other equipment.
Generally, you can find quite a few items inside the game that were based on my drawings including doors, walls, keys, maps, weapons, armor, vehicles, a “pumpkin-mobile” (Crawler), turrets, devices, local animals, and crioma infested objects. It is really hard to describe the feeling when you see a game-ready 3D model based on your art. Satisfaction — is a proper word, I guess.
While working on INSOMNIA I was inspired by classic dieselpunk and steampunk anime, Naushika, The Last Outlaw, Bladerunner, etc. However, the biggest source of inspiration were the works of other artists who contributed to the worldbuilding of the game: characters of Maloshenkov, stylish arts from Guduk himself, accurate works of Medvedev, and very bold concepts from Torchinow. I wanted to keep the same level of professionalism. Of course, not all the art we have created was used, but Anatoliy certainly had a number of works to choose from. I really hope that in the future we shall witness some DLCs that will add more cool stuff to Object 6.Until next time!
I play different games in my free time: FrostPunk, Х-Сom 2, StarCraft 2, Crossout, Red Orchestra 2, etc. Recently, I and my son completed Doom (don’t tell his grandma though). I’m thinking of playing the released version of the Atom — they’ve added quite a few things since the last time I’ve launched the game. Actually, it is very interesting to compare Atom and INSOMNIA, since the first one is quite good at the roleplaying side of things, while the second one has a very distinctive style and the universe. All in all, there is still room for improvement for both titles.
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.