Art and creativity are an integral part of the entertainment industry. In the gaming industry, technologies are equally as important. Thus, the art in computer games is the art of creating art with the help of technology. This is a really difficult and ambitious task.
Artem Galeev laid the principles of modern eclecticism as the basis for the design of Atomic Heart, combining imagery from the familiar past, embedded within each of our individual consciousnesses since childhood, with that of a new, previously unknown world of technology and a futuristic USSR.
In simpler terms, the above can be called “bionics”— a combination of biology and technology. Inanimate objects, which are based on the forms of real biological beings, become animated due to their emotional appearance, causing associations with real living beings. We see these images, observe them in motion, and feel strong contradicting emotions towards them—from fear and anxiety to joy and delight.
It is well known that the main achievements of the Soviet designers of the 1950s – 1970s were conducted in the fields of space technology and in the production of military and heavy equipment, utilizing precision engineering. Many consumer goods were produced at military and heavy industry factories. This ensured their high quality and unique functionality. Soviet designers sought to create durable and high-quality things that were “timeless”. The assortment policies of the state and the principles of modular design allowed for the creation of unified models that could be adapted to various social and cultural conditions. Such a reasonable, “eco-friendly” approach became the “calling card” of the Soviet system.
At Mundfish, our approach to the construction of the world and to the design of objects has remained as scientific as it was in Soviet times. Every robot—whether anthropomorphic, flying or whatever else—is creatively thought out, taking into account the smallest details, including those that set it in motion. Inside each robot, there are “guts”, which make the mechanisms move and provide them with power.
This approach affected the entire environment—all scientific laboratories, workshops, underground complexes, equipment, devices, and mechanisms are thought out, taking into account the research conducted there and their primary goals. While traveling through magnetic laboratories, pesticide workshops, high-energy facilities, cold work labs, germination bunkers, and other research complexes, you will find yourself in a real “alternate future reality of the USSR”, and every object that you see in the game has a logical connection with all the others.
Mundfish artists have created one of the most interesting projects of our time. Atomic Heart’s setting is the future USSR, the world of scientific logic based on one simple dream—the conquest of space by man.