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An interview with the creators of the game "Unclear" – about the nature of things and art

An interview with the creators of the game "Unclear" – about the nature of things and art

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    At the end of August, the game "Unclear" developed by Alexander Ignatov, known as sad3d, and poet Ilya Mazo was released on the Steam platform. This creative duo previously gained attention with the game "SHHD: Winter" and subsequently released a number of other projects exploring similar themes. All of their works immerse players in a typically Russian atmosphere and provoke reflection on what comes to mind when interacting with such realities. "Unclear" continues this tradition, offering a unique experience and deep immersion into familiar yet enigmatic imagery. "Unclear" is a small game, but it is more expansive than their previous projects. It features several chapters, diverse locations such as a multifunctional center and a "cyborg den," and skills that, while not significantly impacting gameplay, add depth. Players can interact with the surrounding world, such as petting plague rats, which adds a unique flavor to the game. The key to "Unclear" is not the quantity of elements, but their quality and the emotions and sensations they evoke in the player. Players will face questions that will be answered, and questions that will remain in the shadows.

    We interviewed the authors to find out what art is, how the project was developed, why pet plague rats, and why alcohol is considered the enemy of material things.

    Screenshot: Game "Unclear" / sad3d / Ilya Mazo

    Art and symbolism are important aspects of artistic perception, but not always necessary. Viewers often strive to understand what exactly a particular art object symbolizes, and this desire gives rise to questions. When they do not find satisfactory answers, a feeling of disappointment arises. However, it is worth remembering that art can simply be an expression of emotions, ideas, or aesthetic concepts, not necessarily tied to specific symbols. Art can be open to interpretation, where each viewer finds their own meaning. Thus, it is not always necessary to look for hidden meaning in works of art; it is important to enjoy them and perceive them from the perspective of personal experience.

    Alexander: Art should evoke emotions and provoke thought. In my opinion, this is the main purpose of art.

    Ilya: I have difficulty understanding this whole discourse, and it is always painful for me to hear explanations of works of art. If a work can be expressed in words, then why not use text to convey its entire content? I hope I do not offend the curators, but this approach is wrong. Art is a direct emotional impact. If this impact has occurred, then it is true, and there is nothing between you and the work except deep immersion. No description or tour guide can stand between you. If art has such power, then why does not it dissolve these barriers infinitely? This question remains open.

    Art is an important component of human culture that plays a key role in our lives. It is the expression of feelings, ideas and values ​​​​through various forms, such as painting, music, literature, theater and film. Art helps us understand the world around us, expands our perception and inspires reflection.

    Why do we need art? Firstly, it promotes emotional development, allowing us to experience a wide range of emotions and empathize with others. Secondly, art serves as a means of self-expression, allowing each of us to convey our thoughts and feelings to others. Moreover, art brings people together, creating common topics for discussion and interaction.

    Art also serves an educational function, helping to develop critical thinking and creativity. It raises questions and stimulates dialogue, which is important for the progress of society. In the modern world, art is becoming increasingly significant as it helps us understand complex social and cultural phenomena.

    Thus, art not only enriches our lives but is also an important tool for understanding ourselves and the world around us.

    For me, art is an important tool that helps give meaning to everything that happens around us. It allows us to deeper understand reality and express our emotions. However, in general, it is difficult for me to define why everyone needs it. Art can serve as a source of inspiration, a way of self-expression, and a means of communication. Perhaps everyone finds something unique in it that makes it meaningful in life.

    Ilya: Art exists outside the paradigm of "why." I'm particularly drawn to the Zen concept of clapping one hand, which symbolizes transcending the boundaries of ordinary perception. Art is not only a matter of purpose, but also a means of self-expression that can only be understood through personal experience and perception.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Art has always provoked debate about its value. The question of the price of art depends on many factors, including the level of skill of the artist, the uniqueness of the work, its historical significance and market demand. It is important to consider that price can vary depending on the context: for one collector, a work may be highly valuable, while for another, it may be of no interest.

    Furthermore, the value of art is influenced by exhibitions, auctions and critical reviews. The success of an artist can also significantly affect the assessment of their work. Ultimately, the price of art is formed not only on material factors, but also on emotional attachment, conceptual load and cultural significance.

    Thus, the value of art remains a subjective concept that is constantly changing under the influence of time, trends and public opinion.

    Alexander: Art should not be an obligation. I believe that the author should not experience physical discomfort. The myth of the suffering and starving artist is nothing more than a stereotype. Creativity should bring pleasure and inspiration, not torment. Every artist has the right to a comfortable existence and the opportunity to create in harmony.

    Creativity and sublime thought emerge only in conditions of physical and emotional comfort. When a person has the opportunity to eat, rest, and feel safe, they are capable of creating art. Without these foundations, a person is focused on survival and solving everyday problems, such as securing a living, maintaining a home, and protecting freedom. Under constant stress and a lack of resources, creativity fades into the background, giving way to the struggle for existence. Art requires time and space, which become unavailable in conditions of anxiety and uncertainty.

    When discussing the value of art, it is important to consider what constitutes the "Unclear." Its value lies in my time, intellectual effort, and patience. These are the hours I could have spent working, but by the will of fate and thanks to my abilities, I chose to dedicate them to self-discovery and creativity. Thus, "Unclear" becomes a reflection not only of my inner world, but also of the value I place on art as a process.

    Paying for games on Steam is gratitude for the unique interactive experience and the emotions that projects like "Unclear" bring. Some may argue that the prices are inflated, but it's worth noting that free versions with various commentaries are available on Rutracker. We don't force anyone, so you can freely choose whether to play Sex Story Cuckold Life 4 or not. It's an accessible and interesting option for fans of this genre.

    Ilya argues that price is determined by supply and demand, not the product itself. Art should be valued based on its demand. The question of how necessary it is is separate. If art is in demand, its price should be high. Otherwise, the price can be minimal. Ultimately, the choice is ours, and we are responsible for the consequences of that choice.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    I used to call your joint work with art projects, because they go beyond the traditional understanding of games. For example, in "SHHD: Winter" there was no clear goal, it was impossible to complete it - only to feel and immerse yourself in the atmosphere. In contrast, "Unclear" offers the possibility of completion. How do you define what you create?

    Alexander: For me, a game is just a game. I don’t go into terminology. I would describe it as a walking simulator or an immersive sim, using familiar and understandable terms, rather than neologisms. Ultimately, regardless of the name, I do what I really want, in accordance with my capabilities.

    The game "Unclear" does indeed have more game elements and mechanics that can sometimes seem absurd or rudimentary. Skills are presented only in the form of numbers and names, without having a significant impact on the gameplay. The plague does not cause the death of characters and has no subjectivity; Here, it serves only as a reference to the game "Pathologic. Utopia" by Ice-Pick Lodge, where aggressive rats infected people with the plague. In "Unclear," players can interact with the rats by petting them, which adds an element of irony and humor to the game.

    The film "Unclear" has intermediate goals and an ending, but there is no clear pacing. The viewer is immediately immersed in the action, where each scene serves to create atmospheric entertainment. It is similar to an ordinary evening in real life, when events can develop unpredictably: one moment nothing happens, and the next, an unexpected situation can change everything, like an accident with a school bus that can hit you in the first minutes of a walk.

    Ilya: We perceive our works as digital poetry. At the moment, clear definitions have not yet been developed for what we create, and they are only beginning to take shape. This marks the dawn of a new era in art, where the boundaries of traditional genres are blurring and technology is opening up new horizons for self-expression.

    It's wrong to call this phenomenon a game in the classic sense. It's not just a game, and it's not primarily a game. However, there is a problem: many are unwilling to accept solitude and unwilling to make blind choices. This leads to chaos, which can be overwhelming. Not everyone is ready to face the brink of uncertainty. In this context, if we call it a game, perhaps it will help people better understand the situation and get closer to its essence.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Sasha, you mentioned that the skills are now just numbers and names. They were originally intended to influence gameplay. Why did you decide to abandon that idea? If skills don't affect gameplay, why didn't you decide to remove them?

    Alexander: Skills have lost their significance in the game, leaving only the dependence on materiality, which affects running speed. The formula is below, if anyone is interested. Speedrunners should pay attention. I also considered adding unique moments that occur upon reaching certain levels to reinforce the theme of loneliness and reflection. However, I realized that this could lead to an overemphasis on role-playing aspects, where kindness or anger become just a tool for achieving goals. Ultimately, this can lead to the player losing control of the game, and the game itself beginning to control them.

    Empty skills are a vestige of the game, a sort of worm-like appendage reminiscent of role-playing games and serving as an attribute of the genre. These skills have no practical value, but rather function as gameplay conventions. They may be interesting from a design perspective, but they have no impact on gameplay. It's important to realize that such elements exist to create atmosphere and maintain genre traditions, but they don't add any real value to the gaming experience.

    Screenshot: sad3d

    "Unclear" does touch on the theme of a lost generation, which includes ours. However, history knows many such generations, and each era faces unique challenges and circumstances. What makes our generation different from the previous ones? This is a question that requires deep analysis and reflection. It is important to understand how modern realities, technologies, and social changes shape our perception of the world and identity. We live in an environment of rapid information flow and global changes, which leaves its mark on our attitude to life and society.

    Alexander: I do not share the opinion of a "lost generation". In every generation, one can find lost opportunities and shortcomings. We, like worms, go through the path of life: we are born, live, die, and return to nature. Now billions of people are alive, but countless those who truly felt, dreamed, and left their mark on history have already passed away. Our generation is different only in that we have access to technologies and knowledge dreamed of by science fiction writers of the past. Perhaps this will open new horizons, but I'm not sure.

    Ilya: This is my quote from Steam.

    Sasha expressed his dissatisfaction, and I agree with him. It's interesting how it happens that I support his opinion, but at the same time retain my own expression. This is because we didn't claim that this game is dedicated to a specific generation. I merely noted that it touches on the theme of a lost generation. Is this a ploy for those who seek self-pity and consider their generation the most unfortunate? Yes, that's exactly it. This suits me because I work at a research center dedicated to the study of pity, vulnerability management, and the synthesis of human emotions.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Why are people drawn to times, places, and circumstances filled with gloom? It's strange that nostalgia for feelings of hopelessness and despondency arises. This craving may indicate a deep inner search for meaning, a desire to understand one's history and learn from dark periods. Perhaps it is in these dark moments that a real understanding of life lies, which helps us appreciate the value of light and joy. Longing for such times may also be connected with a desire to experience emotional states that modernity sometimes ignores, creating the illusion of constant comfort.

    Alexander: I don't feel nostalgia for despondency. "Unclear" is not about hopelessness, but about memories in which only positive moments remain. Here, rats and alcoholics do not evoke disgust, but a light, bright sadness reigns. These are feelings about what was and what could have been, but did not come to pass. This state contains hope for the future and a sense of inner freedom.

    The desire to return to the past is a desire to change the future and correct one's own mistakes. This state is similar to those moments when, at 4:04 a.m., thoughts return to the most humiliating events in life. Nostalgia for the past can be powerful, and it often points to our regrets and unfulfilled dreams. Each of us sometimes wonders how we would act differently if we could go back. This reflection on the past not only helps us recognize our mistakes but also suggests how to avoid them in the future. Understanding these moments can lead to significant changes in our destiny.

    Ilya: In the works "Unclear" and "Winter", I do not see the presence of despondency. One day I came across a small but very beautiful book by Lev Shestov, which was called "The Apotheosis of Groundlessness". This Russian philosopher left a deep imprint on my memory, and I still sometimes feel this book in my hands, as if it exists as a phantom.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Contemplation of flying Thanks to the film "American Beauty," the flying package has become part of popular culture. Symbolizing the lightness and fleeting nature of life, flying packages captivate people around the world. This interest stems from their ability to evoke deep emotions and reflections on life, freedom, and beauty. In Russia, flying packages have their own unique characteristics, as they can be associated with different cultural and social contexts. Observing them allows us to reflect on our dreams and aspirations, which makes this process especially meaningful. Alexander: A package is a symbol of freedom, like a jellyfish in the sea or a bird in the sky. It embodies mystery and possibility. The ability to fly is a dream, the myth of Icarus, which always inspires. No one expected a package to rise into the air. It serves only as a container for shopping on the way home. However, it surprised everyone by soaring into the sky with grace and romance. That is why we observe this amazing phenomenon with interest. Russian packages raise many questions. Their production may indeed be linked to China. They are expected to be inexpensive and environmentally friendly, but many doubt this. The bags may have good performance characteristics, suggesting a Chinese origin. They seem to soar like a dragon, yet they carry a Russian character, full of deep emotional content and a desire for higher education. Their unique qualities are difficult to describe, and this makes them special in their own way.

    Ilya expressed a desire to simply stand aside and listen carefully to Sasha.

    The game's sentences lack periods, and lines begin with a lowercase letter. This is apparently a deliberate technique. Its purpose is to create a distinctive style that can convey atmosphere and mood. This approach can also influence the perception of the text, making it more relaxed and informal. Understanding this style will help you better interpret the messages of your friends who also use similar techniques online.

    Alexander: Yes, it's lowercase, as opposed to uppercase, which can be thought of as silent online shouting. This style is informal, and I find it appropriate. The phrase "everything is fucked. very, very fucked" (the character who uttered it is experiencing extreme fatigue - Ed.) sounds natural only in lowercase. However, proper names are capitalized as a sign of respect.

    Ilya: I intended to make all the subtitles exclusively in Chinese, but Sasha stopped me, explaining that it could be perceived as disrespectful to those who are unable to hear. Sasha was right.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Three Teenagers wandering aimlessly between panel houses and garages claim to be looking for light. Ultimately, they do find it. But what is light? Where can one find it? Light symbolizes hope, understanding, and inner peace. It can be sought not only in physical space, but also in one's own thoughts and feelings. The journey to the light begins with awareness of oneself and the world around us. It can be a search for truth, a pursuit of knowledge, or a desire to understand one's emotions. Each of us can find our own light if we are prepared to search and be open.

    Alexander: My friends and I came up with an interesting idea. I started by creating an image of guys carefreely strolling through the neighborhood, enjoying music. Then I handed the leader of the group a smartphone so they could capture moments of their walks.

    He constantly watches various videos, including TikToks. From the outside, it looks a little strange and even unhealthy. Young people wandering through a vacant lot at night, checking their phone screens. I'm not a fan of such associations, and I'm categorically against them, but the work is already done, and I can't simply remove such characters from the plot. Ilya helped give them new poetic meaning.

    Ilya: The last scene really explains everything, especially before the taxi. It's worth approaching and asking questions. They also discuss the symbolism of "The Unclear," which might be interesting for a deeper understanding.

    Screenshot: game "The Unclear" / sad3d / Ilya Mazo

    In the second location, you can encounter a cyborg den. This place contrasts sharply with the general atmosphere of boyishness, wine, and poetry. The question arises again: "Should art have meaning?" What is the significance of this phenomenon?

    Alexander: It means that not all aspects of our lives can be rationally explained. The cyborg den is a concept that must be taken for granted. In fact, it's an interesting reference to cyberpunk worlds such as Deus Ex. This game vividly illustrates the intersection of technology and human nature, making it an important element in the discussion of cyberpunk.

    Ilya argues that a young person without augmentations cannot be considered a full-fledged representative of his generation. This point of view emphasizes the importance of technology in modern society. Augmentations are becoming an integral part of life and affect identity. Without these improvements, it is difficult to adapt to new conditions, which makes them necessary for young people.

    Screenshot: game "Unclear" / sad3d / Ilya

    Maso

    The "Masement" skill in the game denotes the character's ability to interact with physical objects and gain certain benefits from them. Eating or smoking earns points for this skill, as these actions are associated with real-world perception and the satisfaction of basic needs. In contrast, drinking alcohol, which can lead to a loss of control and impaired coordination, does not contribute to the development of Matter. Alcohol impairs mental clarity and physical ability, which is reflected in the game mechanics. Therefore, the game emphasizes that to increase the Matter skill, it is important to focus on actions that enhance physical and mental stability.

    Alexander: Matter is a deep connection with the body, self-confidence, and groundedness. It is an awareness of the interaction between the body and the surrounding world. There is a grounding technique based on the activation of the five senses. It involves awareness of five objects you see, four sounds you hear, and other sensations. This practice helps deepen your sense of substance and improve your connection to the present moment.

    Nutrition plays a key role in maintaining the body's vital functions. It is necessary for maintaining glucose levels in the brain, which is important for concentration and energy. Unlike food, cigarettes have a temporary energizing effect that can negatively impact health. They affect the balance of neurotransmitters, leading to various states: during moments of anxiety or excitement, cigarettes can provide a slight calming effect, while during fatigue or drowsiness, they can actually invigorate. Thus, their use may create the illusion of increased performance, but in reality, this is only a temporary solution and is no substitute for proper nutrition and health.

    Smoking and alcohol are significantly harmful to health. Unlike nicotine, alcohol is a depressant. At first glance, drinking alcohol may create the illusion of fun, as it suppresses complex self-control mechanisms. Alcohol "inhibits" critical thinking, which can lead to rash actions, aggression, and antisocial behavior. Large amounts of alcohol can impair coordination, slurred speech, and even lead to loss of consciousness. Excessive alcohol consumption can lead to coma and other serious health consequences. Therefore, it's important to be aware of the risks associated with alcohol and understand its dangers to a person's physical and mental well-being.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    I stroked almost all the rats in in the game "Unclear." However, there are no achievements, and this action is essentially useless. Each stroke gave a plague boost, but this doesn't affect gameplay and isn't recorded in the character's skills. I think I'm beginning to understand the developers' intent, given the overall aimlessness of the characters' lives in "Unclear" and the popularity of animal interaction in modern games. I'd like to know the true meaning of this element of the game directly from the creators.

    Alexander: If there were achievements in "Unclear," you might do it in vain. In that case, your actions would be aimed at getting an achievement, like the "cookie from the shelf" that is sometimes used as an argument when someone demands too much attention for their achievements. In this situation, the game itself and its achievements would control you, not you playing the game.

    If there was an opportunity to get a reward for jumping off a roof with friends, would you agree to it? As for the plague, I have already spoken out on this topic.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    Sasha, please share why you decided to use pixelated 3D in the style of the first PlayStation. How did you achieve this pixelation? What tools did you use during development, and what did your workflow look like?

    Alexander: Pixelation and pseudo-retro are definitely relevant topics. However, the style of the first PlayStation hardly fits into these categories. The first PlayStation is characterized not only by unique graphics but also by features such as jitter and dithering. Moreover, it introduced economical models with simple shading, which fits into the context of gaming evolution.

    Our project includes a variety of elements, such as polygons, light sources, particles, and unique shaders. I combined retro elements and modern technologies, striving to create an atmosphere that is reminiscent not so much of a PS game, but rather of memories of it, transformed by new gaming experiences. This is how a game lingers in your memory until you reload it and realize, "How realistic that seemed in 1996."

    Regarding the pipeline: create simple models and assemble photo textures for them, saving them at a low resolution. The result will be a "vague" effect. Apply a pixelated shader, which adds a subtle impressionistic flair, creating an atmosphere of incompleteness and removing unnecessary details. You can disable this effect in the settings if it does not suit you.

    Hearing "Khadn Dadn" and Mujuice in the dubbing was pleasant and unusual. How did you organize the collaboration with them? Are there any plans for joint projects in the future?

    Alexander noted that all the credit should be given to Ilya, who demonstrates his unique skills. He also expressed his admiration for the participation of the projects "Ushko" and Moa Pillar, emphasizing that he is a devoted fan of theirs.

    Ilya mentions Sasha, who has unique skills. All the project participants, having seen the demonstration, expressed delight: "How wonderful!" This confirms Sasha's talent as an artist. His abilities are admirable, and it is unclear whether he himself realizes the scale of his talent.

    Screenshot: game "Unclear" / sad3d / Ilya Mazo

    We began our collaboration when we met at a music event. Since then, we have developed a rapport and creative connection. We often discuss ideas and try different approaches to creating music. Our work is organized on the basis of open communication and co-creation. This allows us to effectively develop projects and create high-quality content.

    Alexander: Ilya Mazo and Riva Rabinovich are sitting by the window and suddenly notice a young man walking past.

    Riva turns to Ilya: "Look, it's Ignatov!"

    Ilya: Where is it?

    Riva: Here it is, this moment!

    Ilya: Where is Ignatov?

    Riva: There he is, on the hill!

    Ilya: Yes, Ignatov. So what?

    Ilya: I don't remember the details of that conversation very well because I was distracted by Rivka's curls. Suddenly, everything went dark, and I saw Sasha in the light of the lantern. The snow around his head created a pixelated halo, and I heard his voice: "Helloo." Then we spent a long time discussing kombucha.

    Choosing content for leisure can be difficult. It's important to know what to listen to, read, watch, and play to spend time usefully and enjoyably. When listening to music, it's worth paying attention to current playlists and collections that reflect modern musical trends. Reading books, both classics and new genre releases, can enrich your inner world and broaden your horizons.

    As for watching movies and TV series, it's recommended to follow ratings and reviews to find high-quality and interesting works. Video games also offer a variety of entertainment options, from indie projects to large AAA titles. The choice depends on your preferences and mood. Ultimately, the variety of content allows everyone to find something to enjoy, so don't be afraid to experiment with new genres and formats.

    Alexander recommends getting at least eight hours of sleep a night, spending more time outdoors, eating right, and taking care of yourself. As an example, he suggests familiarizing yourself with the works of Gaspar Noé to understand what mistakes to avoid in life. Maintaining a healthy lifestyle and self-esteem play a key role in well-being.

    Ilya mentions several works, including "The Lament of the Nymph," "Kolyma Tales," and the Chinese film "Against the Tide." He also notes that the game Disco Elysium is an interesting choice for entertainment. These works and the game offer deep emotional and intellectual experiences, making them appealing to art and video game lovers.

    After the development and release of the "Unclear" project, it became clear that many aspects of its concept and implementation require further exploration. One of the key findings is the need for a deeper understanding of the target audience and their expectations. We also realized that the development process doesn't always align with initial plans, and flexibility in adapting to changes is a key success factor. However, questions regarding the long-term strategy and market path remain unresolved. These aspects require additional analysis and experimentation to ensure the sustainable growth and development of "Unclear." Alexander asserts that it doesn't matter what remains unclear; what matters is what is clear. This statement emphasizes the importance of clarity and understanding in decision-making. In the face of uncertainty, it's crucial to focus on those aspects that are clear to move forward and achieve our goals. Clarity allows you to make more informed decisions and minimize risks.

    Ilya: Why are girls' eyes different from boys' eyes?

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