The Developer Team behind the upcoming horror game titled “ILL” has provided insights into their process of creating monsters. In a blog post on the official PlayStation platform, artists Maxim Verehin and Oleg Vdovenko discussed monster design, particularly in relation to the game’s trailer that was released last month. They shared their inspirations for the game, offering a brief overview of what players can expect when playing “ILL”.
In a recent discussion, Vdovenko shared insights about the motivations for creating the unsettling monster designs in the series ‘ILL‘. He disclosed that the studio drew inspiration from classic horror films produced between the 1970s and 1990s. He highlighted the fact that these movies relied heavily on practical effects, which led to the monsters having distinct flaws that made them even more chilling due to skillful use of lighting and direction.
Speaking about the inspiration behind the creature designs in ILL, Vdovenko mentioned that they mainly drew from old horror movies produced between the 1970s and 1990s. He emphasized that their approach was focused on practical effects and high-quality animatronics, with any flaws skillfully concealed using creative lighting techniques and effective direction.
In discussing potential sources of inspiration, Verehin pointed out popular titles such as Half-Life 2, Silent Hill, and Resident Evil. He emphasized that these games’ worlds seemed both lively and perilous, and while the horror was enhanced by visual aspects, there were also game mechanics that reinforced the sense of fear.
Verehin mentioned that in gaming, titles such as “Half-Life 2”, “Silent Hill”, and “Resident Evil” series stood out due to their immersive, threatening atmosphere. The horror wasn’t just aesthetically pleasing but systemic, creating a sense of being genuinely trapped somewhere real. Moment by moment, the player reacts with limited resources. From the start, our goal has been to create something that feels tangible yet deeply unnerving, an experience that doesn’t only scare you, but lingers as an unease even after you’ve stopped playing.
As a gamer speaking about Team Clout, I’d say they don’t follow a rigid structure for their creature designs. Instead, they prefer a more organic approach, with the designs evolving from initial sketches right up until the creature is incorporated into the game. Plus, it’s essential to consider gameplay when designing these creatures because players will engage in battles with them too.
Verehin clarified that there isn’t a fixed method for developing a new monster in our game. Often, we start with a sketch of an idea and figure out how to turn it into a playable character. Other times, we come across a frightening concept online and ask ourselves if we can create a similar monster. It may sound absurd, but occasionally this approach works. The inspiration usually comes from personal life experiences.
From my gaming perspective, it’s crucial to remember that the monsters within a game should offer an engaging combat experience. They need to be enjoyable to battle against. It’s all about finding the right balance through trial and error. Unfortunately, some designs didn’t make the cut because they simply didn’t fit well within the game’s mechanics.
Moreover, Verehin mentioned that Team Clout received assistance from Mundfish, developers of Atomic Heart and publishers of ILL, in establishing their animation department. This collaboration has given the studio a wealth of experience in creating grotesque creatures with an uncanny, eerie aesthetic.
Verehin expressed gratitude for the assistance provided by Mundfish’s team in establishing our animation department. With a wealth of experience under their belts, they’ve previously created their own short horror animations, which taught them about the art of movement that can effectively scare an audience. In the future, we plan to apply these lessons, for instance, by crafting a monster that appears normal at first but will be subtly altered to make it more distinctive and chilling.
Apart from sharing the difficulties faced during the creation of these animations, particularly when the studio is accustomed to producing them at 30 frames per second (FPS), Oleg mentioned an interesting observation made by Vdovenko. He stated that “Animations at 60 FPS can seem less cinematic compared to those at 30 FPS.” However, with practice, he grew accustomed to it and now prefers the unique sensation it provides.
In addition, Verehin shared that although there are numerous fearsome creatures in the game ‘ILL‘, players will have means to counteract them. He elaborated, “You’ll venture, gather resources, discover and enhance weapons.” Essentially, he said, players can utilize their collected resources to manufacture and improve weapons. Of course, managing your inventory will be crucial because resources are scarce. Prepare for intense encounters – sometimes against solitary enemies, other times against small groups, as well as exciting moments where you’ll face waves of enemies and bosses.
In the forthcoming game, a variety of armaments at players’ disposal include shotguns, automatic rifles, handguns (revolvers), and sniper rifles. Furthermore, it was mentioned that there will be some unique, entertaining weapons too, along with an abundance of melee combat options.
ILL is currently under development for PC.
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2025-07-07 22:42