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Gripper Review: The Game's Creation and Developer Interview / ITech content

Gripper Review: The Game's Creation and Developer Interview / ITech content

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On March 29th, Gripper, an action game with RPG elements developed by Heart Core, was released. The story centers on a biker named Non, who embarks on a dangerous journey to rip the hearts of giant bosses and save his loved ones. Players will control a motorcycle with a grappling hook, exploring stylish post-apocalyptic wastelands full of danger and adventure. Gripper offers unique gameplay, combining dynamic combat with exploration and RPG elements, making it appealing to action game fans.

Gripper was in development for five years. During this time, the game underwent four significant transformations, faced difficulties in the production process, and was on the verge of closure. The development team went through many trials, including endless reworks, the loss of the rights to Gripper, and a move to another country. These challenges not only strengthened the team's spirit but also made the game unique.

Heart Core successfully completed its project, overcoming numerous challenges along the way. We discussed the key moments of their work with the studio's founder and game designer, Kirill Zolovkin, known by his stage name Gripper. He shared his thoughts on the search for ideas, fundamental design principles, internal struggles, and the role of music in the development process. In addition, Kirill summed up the five-year journey, which became a significant stage for the studio.

Frame: Heart Core / YouTube

During these five years We experienced everything: from the despair of a divorce with a dream of the perfect game to the hope for a new future. We faced the fear of disappearing into the gray everyday life, but we also experienced crowning victories. It was a rich life, full of emotions and events, for which we are not ashamed.

I saw the world and met talented developers from all over the world—from the Western Hemisphere to the Eastern Hemisphere. We attended major exhibitions, including Gamescom in Cologne, Comic-Con in the USA, and Taipei Game Show in Taiwan. These events became platforms for exchanging experiences and new ideas, as well as an opportunity to immerse ourselves in the atmosphere of modern gaming and technology.

Kirill Zolovkin is a professional in his field, possessing significant experience and knowledge. He actively develops his skills and competencies, which allows him to achieve high results. His approach to work is distinguished by attention to detail and a desire for continuous self-improvement. Kirill is always driven by success and is willing to share his knowledge with others, which contributes to an effective and productive work environment.

Four Lives of Gripper

Kirill has been developing games on the GameMaker engine for almost twenty years. He created the first build of Gripper with his friend and co-author Sergey Tkach, who was responsible for art direction, visual effects, and cutscenes. Programmer Alexander Kondyrev later joined the team, which allowed for the addition of a third dimension and improved visuals. However, the limitations of the GameMaker engine impacted the project, requiring new solutions and approaches.

Kirill presented one of the first Gripper videos and noted that initially it simply had the feeling of a stop in the desert. The work includes quotes from Brodsky's poems, complemented by bright light and shadows reminiscent of Californian landscapes. This creates a unique atmosphere that immerses the viewer in a world of poetic images and visual art.

We developed the first prototype in two weeks as part of Games Jam: Kanobu. This prototype featured a mechanical spider and a fighting arena. At the time, there was no grappling hook aiming, and players had to skid and throw stones, like in an ancient game of slingshot. This idea was inspired by the classic game Hammerfight.

Kirill Zolovkin is a professional in his field with extensive experience and deep knowledge. His achievements and skills make him a valuable specialist. In his work, he focuses on high quality standards and continuous development. Kirill actively monitors new trends and technologies, which allows him to successfully solve complex problems and offer effective solutions. His approach to work is based on attention to detail and a commitment to excellence, which ensures a high level of trust from clients and partners. Kirill Zolovkin is a name associated with reliability and professionalism in his field.

There are four versions of the Gripper game. The first of them is a two-dimensional version. Then a three-dimensional version was created on the GameMaker platform. Next was the first version with a car, developed on Unreal Engine 4. The second version on the same engine completed the series, in which the developers updated the visual style and replaced the hero's vehicle with a motorcycle. This last iteration became the final and most successful in the history of the game.

The main problem was the complexity of creating 3D graphics in GameMaker, especially in the open-world format. This negatively impacted the development process and increased the project deadlines. By that time, the authors had already presented their concept to the investor and received the necessary funding.

In the previous version of the game, the protagonist lived on an abandoned farm with his sister Nada, a deaf singer. He was haunted by nightmares about his parents and mysterious gates beckoning with their light. Non led a measured life until the farm was attacked and his sister was kidnapped. Following her voice, which came from the hearts of mechanical creatures, the hero found himself drawn into a dangerous adventure. He had to fight monsters, tear them to pieces, and collect their hearts to sacrifice to the Hungry Gate. This struggle became the key to saving Nada and uncovering the secrets surrounding their past. Kirill notes that the GameMaker version of the game had a greater level of surrealism, reminiscent of the "Vangers" in director Federico Fellini's dreams. With the expansion of the team and the growing responsibility to investors, the lo-fi spirit inherent in GameMaker was lost. However, the transition to a new engine, Unreal Engine 4, significantly improved the game's visual presentation and provided a more streamlined development process.

When the COVID-19 pandemic began, the investor decided to stop funding current projects, and the team was forced to outsource to develop a new project for Wargaming. As a result, My.Games acquired the entire team, integrating it into its structure and assigning it to work on an internal project. As a result, I lost not only the legal rights to create the game of my dreams, since they remained with the investor, but also the team that had previously worked on this project.

After restoring the rights and forming a core team for a new start, talented specialists joined us and began sharing their creative ideas. We continued developing the game as part of my new startup, Heart Core Studio.

Kirill Zolovkin is a name recognized for his achievements and contributions to specific fields. His professional career spans many fields, and he has established himself as an expert in his field. Thanks to his skills and experience, Kirill has become a sought-after specialist, attracting the attention of both colleagues and clients. His work is characterized by high quality and efficiency, which allows him to achieve significant results. Zolovkin actively shares his knowledge, which contributes to the development and improvement of practices in his field.

It was especially difficult for Kirill to part with the "blue car" that the main character used. After this, he had to abandon old locations that did not correspond to the new vehicle – a motorcycle. Also, during the change process, it became necessary to eliminate the open world, which added to the complexity of adapting to the new conditions.

"I gradually delegated responsibilities, and eventually a focused game emerged. It became cohesive and engaging thanks to each developer bringing their own unique interpretation of the game world."

Kirill Zolovkin is a professional in his field, possessing significant experience and knowledge. His expertise covers many aspects, which makes him a valuable specialist. Kirill is actively involved in projects aimed at developing and implementing innovative solutions. He strives for continuous learning and self-improvement, which allows him to stay at the forefront of his profession. Thanks to his approach and persistence, Kirill successfully overcomes any challenges that arise during the process.

Initially, the game's story had a surreal nature and underwent several changes, as did the gameplay itself. Game designer Alexander Dagan, who wrote the scripts for the shooter Atomic Heart and the Netflix series Better Than Humans, was able to unite all the elements into a single concept. His experience and creative approach played a key role in shaping the unique game world and gripping story.

His involvement answered many questions and allowed him to eliminate gaps in the story, making it more coherent and understandable. However, this also meant the loss of the symbolism of his lines, which could have diminished the emotional depth of the narrative and made it less engaging for the audience.

Removing characters such as the sister and parents was a key decision to simplify the plot. This allowed for less time spent retelling their stories in cutscenes. The introduction of a magical assistant in the form of a children's toy turned out to be a successful move. The idea was mine, and the visual image was created by our concept artist Petya. The writer managed to develop a vibrant and memorable character for this character, which, in my opinion, significantly enriched the game.

Kirill Zolovkin is a name that has become well-known in certain circles. He has proven himself to be a talented specialist in his field, achieving significant success thanks to his experience and knowledge. Kirill is actively involved in various projects, focusing on innovation and quality. His approach to work is based on a deep understanding of client needs and a commitment to continuous self-improvement. Thanks to this, Kirill Zolovkin has earned the trust and respect of both colleagues and partners.

Kirill notes that the process of selecting references for boss battles in the game about a motorcycle with a hook was not easy. The developers initially focused on Hammerfight, but found its mechanics too unresponsive and hardcore for their project. As a result, they decided to implement a targeting system to improve the gameplay and make it more accessible to players.

We continued the iteration process, never losing hope of creating something original. In our project, we decided to abandon traditional firearms and bladed weapons. Later, we were inspired by the image of a bike from the anime "Akira". However, the key element remained the hook. I found the concept of hearts that we extract from opponents particularly interesting. These hearts have a unique feature - they sound like the voices of loved ones.

Kirill Zolovkin is a name that has become famous in certain circles. His work covers various fields, including business, technology, and social initiatives. Kirill has proven himself to be a talented entrepreneur and leader, making a significant contribution to the development of his field. His approach to work is based on innovation and the desire to achieve high results. Thanks to his experience, he has become an authority among his colleagues and followers. Interest in Kirill Zolovkin's work continues to grow, and his ideas inspire many to new achievements.

Kirill particularly emphasizes the importance of working on nightmare segments in which the camera moves behind the character. These episodes require a rapid pace, as the player must navigate an arena full of traps. This approach creates tension and dynamics, making the gameplay more exciting.

In the first nightmare, we used the Thumper rhythm game mechanics. In subsequent nightmares, we will introduce new elements of this mechanic. Nightmares have a more linear development compared to real life. We are unable to control their course. The key is to create mechanics that create the illusion of control, while steadily leading us to important answers to the central questions.

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The developers have invested significant effort in creating the effect of incredible speed.

Working with particle systems, including wind effects, and camera settings, especially field of view (FOV), play a key role in creating an engaging gameplay experience. It's important to choose the right distance to the object and use guides along the floor and edges of the frame. There are many techniques related to the geometry of space, such as twisting and narrowing, which create optical illusions. Even though the bike moves at a constant speed fixed on the track, clever use of the camera and animation creates a sense of acceleration, significantly enhancing the player's immersion in the game.

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2022 was a significant year in the gaming industry for Kirill Zolovkin from Heart Heart Core, who shared his experience of relocation and the development of the game Gripper. In a changing gaming market, the Heart Core team faced new challenges and opportunities. Relocation not only improved work processes but also expanded the horizons for a creative approach to game development. As a result of these efforts, Gripper combines innovative mechanics and a unique visual style, making it appealing to a wide audience. Game development requires a deep understanding of player needs, and the Heart Core team is actively working to consider all aspects of the gameplay. 2022 has become an important milestone for the company, opening new horizons and opportunities for growth in game development.

Personal Tragedies, Grief, and Loss

After the loss of his mother, Kirill decided to create a game reflecting the connection with loved ones who continue to inspire us even after death. As a game designer, he experimented with various mechanics, but the right concept didn't strike him until he heard the song "Hold Your Heart" by Kill the Barber. The song touched Kirill and his team, many of whom had also experienced the loss of loved ones or other difficult life events. This traumatic yet unifying experience became the basis for the core mechanic of Gripper.

During the project's development, our programmer faced a difficult loss—he lost his mother. The artist working on the visuals suffered a stroke involving my father, and I separated from my wife. These events made me wonder: what if we could extract the voices of our departed loved ones from technology? What if these voices united into something greater—a choir that would open the doors to home, to a world of memories and warmth? This idea inspired us to create a unique project that will connect people with their past and give them the opportunity to hear the voices of those who were dear to them again.

Screenshot: Gripper: Prologue / Heart Core game

Gripper is a unique concept that allows the creators to deeply understand loss and grief, as well as find ways to come to terms with these feelings. In the game, each boss represents a different stage of grief, giving players the opportunity to explore and understand their emotions. This approach not only makes gameplay engaging, but also promotes emotional development, allowing players to confront important life themes.

The idea for the project came to me after the loss of my mother, as a way to preserve the memory of those who are gone but remain in our hearts. I was looking for a suitable metaphor and tried to connect the new story with my previous game, Steam Panic. Ultimately, I went with a different concept, Paper Knight, and then returned to Gripper, inspired by the song Hold Your Heart by the St. Petersburg band Kill the Barber! It was this song that inspired me to think about ripping the hearts of loved ones out of robots. Thus, Gripper has evolved from a simple prototype into a deeply emotional action game exploring the theme of loss. Each boss in the game serves as a metaphor for one of the stages of grief, adding not only dynamism but also depth.

Kirill Zolovkin is a specialist in digital technology and marketing. He has significant experience working on various projects related to online business development. In his professional work, Kirill focuses on website optimization, improving user experience, and implementing effective SEO strategies. His knowledge and skills enable him to achieve high search engine rankings, which contributes to increased traffic and higher conversions. With a deep understanding of market trends and modern tools, Kirill helps companies realize their potential in the digital environment.

The choice of genre is no accident. Action with RPG elements creates a dynamic environment in which to vividly convey the protagonist's emotions, such as rage and devastation. This genre allows for a deeper immersion into the character's experiences and makes the gameplay more engaging and intense. The combination of action and role-playing elements not only advances the plot but also reveals the character's inner world, making the game more emotionally charged and memorable. Kirill aimed to evoke strong emotions in players, such as rage and the desire to act. His goal was to convey the feeling of helplessness that arises after a long and grueling struggle with oneself. Players were meant to feel the importance of finding the strength to overcome internal conflicts, break the shackles of pain, and go through all the stages of acceptance. This process helps to let go of grief and find inner peace. In my game, Gripper, I combined the experience gained from developing previous projects such as Steam Panic and Paper Knight. In Steam Panic, I failed to adequately convey the theme of death, and Paper Knight proved too simple for the intended purpose. Gripper was the result of a fusion of these two experiences, although some puzzles from Steam Panic were ultimately excluded. Without this experience, I wouldn't have had the ambition to create a large-scale indie game with elements of direction, a captivating storyline, and charismatic characters. I aspired to create a project comparable to Uncharted in scope, but without the need for million-dollar budgets.

Kirill Zolovkin is a name that has become well-known in certain circles. He has been working in his professional field for many years, proving himself as an expert in his field. His experience and knowledge allow him to achieve significant success and also share his expertise with others.

Kirill is actively involved in various projects, which helps him expand his horizons and deepen his understanding of current trends. Thanks to this, he has become a valuable resource for colleagues and clients. His work is characterized by a high level of professionalism and dedication, which makes him a successful specialist in his field.

An important aspect of Kirill's work is continuous self-development. He monitors new trends and technologies, which allows him to remain competitive. Kirill Zolovkin is an example of a person who strives for excellence and is ready to share his knowledge with others, inspiring them to reach new heights.

World and Attention to Detail

According to the game designer, the world of Gripper was created with an emphasis on the metaphor of loss. Every detail and image in the locations underwent careful preproduction, during which every nuance was discussed. The developers paid attention to the selection of elements so that every detail in the game emphasizes the main narrative and key themes. This approach helped create an atmosphere that deeply immerses the player in the emotional perception of the game world.

Some elements of the final script, unfortunately, did not make it into the final version, but remained as symbolic landmarks. For example, the lighthouse in the desert, which looks like an embryo, is not accidental. A high-voltage umbilical cord extends from its base, adding depth to the symbolism. The lowland where the lighthouse's heart is located is adorned with rust stains reminiscent of dried blood. In the original script, the hero represented the deceased child in his mother's mind. She was the one going through the stages of grief, grieving her loss. The unborn younger brother, representing the miscarriage, rested at the bottom of what was once the sea. This plot element underscores the themes of loss and emotional pain, allowing viewers to deeply understand the protagonist's internal conflict.

Kirill Zolovkin is an expert in his field, possessing significant experience and knowledge. His professional work spans multiple areas, including project management, data analysis, and strategy development. Kirill actively shares his knowledge through various platforms, allowing him to expand his audience and influence the development of his field. His approach is based on thorough research and the practical application of modern technologies and methods. This enables him to achieve outstanding results and help his clients achieve their goals. Kirill Zolovkin is a name associated with quality and professionalism in the industry.

Screenshot: Gripper / Heart Core game

Despite The harshness of the environment and the deep central theme of the story and gameplay, the mechanic of ripping out hearts from bosses is not naturalistic, but rather stylized. This creates a unique atmosphere, allowing players to focus on the gameplay, rather than the realism of what is happening. The stylization gives the scenes expressiveness and makes them more memorable, which adds its own personality to the game.

We strive to avoid shocking elements, such as excessive violence or dark scenes. Symbolism that conveys deep feelings and ideas is important. I admire the Japanese school of game design, as well as Italian and Korean cinema. The works of Satoshi Kon and the comedies of Fellini are not superficial; they have layers and depth, which makes them outstanding in the art world.

Gripper's Core Design Principles

The team adhered to the main principle of using a mechanical vocabulary. This approach involves first writing down all the actions available to the player in the game (verbs) and all the objects they can interact with (nouns). They are then integrated into the game design. This method helps structure the gameplay and ensure more consistent interactions between game elements.

To make design decisions, Kirill identified three key principles that became the basis for the work of the game design team. These principles help create a high-quality and attractive gaming experience, taking into account the interests of players and the features of the gameplay.

  • detour,
  • road adventure,
  • family.

All three elements, despite changes, were included in the final version of the game.

Battles take place in tunnels connecting arenas, where key events unfold. Saving the family becomes the main motivation of the hero, determining the entire plot. The theme of family ties and the concept of home permeate the story from beginning to end. The hook that connects the hero to his past symbolizes what he must hold on to but will ultimately be forced to let go.

Kirill Zolovkin is a professional in his field, possessing extensive experience and knowledge. He develops and implements innovative solutions, allowing him to successfully tackle any challenge. Through his commitment to quality and results, Kirill has established himself as a reliable partner for his clients. His expertise covers a wide range of topics, making him a versatile specialist. Kirill actively monitors the latest trends in his field, which helps him offer relevant and effective approaches. By contacting Kirill Zolovkin, you can count on professionalism and high standards of work.

During development, the game Gripper won numerous awards at specialized exhibitions. It was nominated for Best Game Design and won Best Art at Unreal Contest 2021. Gripper also received an Epic MegaGrant from Epic Games and won the Grand Prix for Best Indie Game at DevGAMM Minsk 2019. These achievements highlight the game's high quality and industry recognition.

The game is available on the Nintendo Switch platform, as well as on PC through popular digital stores such as the Epic Games Store, Humble, GOG.com, and Steam.

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Kirill Zolovkin shares his thoughts on the future of Russian gaming development, asserting that "we can handle it, it just takes time." In the face of modern challenges, Russian game development demonstrates resilience and creativity. Despite the difficulties, the industry continues to develop, attracting talented developers and creating unique projects. The prospects for Russian game development depend on its ability to adapt to new conditions, as well as support from the government and community. It is important that developers and players maintain optimism and faith in the future, which will allow the Russian gaming market to take its rightful place on the international stage.

In this story, combat is carried out using a hook, and tunnels connect the arenas where battles unfold. The hero's primary motivation is to save his family, which drives the plot throughout the narrative. The theme of family ties and the longing for home permeates the text from the opening lines to the final cutscene. A key element is the symbolism of the hook, which represents what holds the hero back and what will ultimately need to be let go.

Kirill Zolovkin is a renowned figure in his field, possessing significant experience and professional achievements. His expert opinion is valued by both colleagues and clients. Kirill actively shares his knowledge and skills, contributing to the development and improvement of industry standards. He constantly monitors new trends and innovations, allowing him to remain at the forefront of his profession. Working on various projects, Kirill demonstrates high quality and responsibility in completing tasks, which makes him a valuable specialist.

Game designer profession from scratch to PRO

A game designer creates the structure of the game. He thinks through the idea, rules, gameplay and decides what emotions the plot will evoke in players. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize your games. We'll help you launch a career in the gaming industry.

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