“The war damaged our lives, not our creativity.” From your antenna installed in Prague after the russian invasionthe director of the Ukrainian studio GSC Game World recounts the difficulties that he and his team had to face in order to launch Stalker 2.
The release on Wednesday of the long-awaited sequel to the popular apocalyptic video game released in 2007, set in Chernobylmarks the end of a long and chaotic development process.
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Some studio employees left for the east of Ukraine and then to Czech Republic just days before the Russian invasion of February 2022, while others enlisted in the army.
“Most of them stayed in Ukraine, but we don’t have the impression of having a divided team,” he said. Yevgen Grygorovych, director of GSC Game World.
All meetings are held online, including the weekly appointment of the nearly 500 employees spread across Ukraine and Czech Republic.
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Although he describes himself as “a pretty good programmer and game designer,” nothing could have prepared him for his hasty departure from Ukraine, which was the subject of a documentary titled War Game: The Making of Stalker 2published andn YouTube in October.
The studio is targeted by Russian hackers almost daily, who attempted to disrupt the release of the sequel.
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First introduced in 2010, its development was interrupted for several years. Its release was postponed repeatedly, but it will finally come out in PC and Xbox Series on November 20.
“The invasion affected us and the game,” he says. Yevgen Grygorovych, who fled with his wife, his five-year-old son and other family members.
Team members who took refuge in Prague send part of their salaries to Ukraine to help their families, while those who enlisted continue to receive their salaries.
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The video game owes its title to the acronym used in the game to describe the looters who prowl the exclusion zone of Chernobyl after a second fictitious nuclear catastrophe.
“It is one of the most beautiful places in the Tierra”, dice Ievgen Grygorovych, and whose team he has visited several times.
“You can see a tree growing on top of a five-story building. It’s very scary and strange. It is a unique experience,” he says.
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GSC, which claims to have sold more than 15 million copies of Stalker and its two sequels thrown in 2008 and 2009presented this new work to the public last year at the fair Gamescom from Germany.
This first contact will allow you fix several bugs.
“I want to be proud of what we have done,” he says. Yevgen Grygorovych, worried about the reaction of fans a few days after the game’s launch.
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“I am very happy that this game has survived to war“says one of them in the documentary.
“And I am sure that Ukraine will also overcome it,” adds the fan.
Related
What role does creativity play in the development of video games during times of conflict?
Time.news Interview: Resilience and Creativity in Gaming During Conflict
Editor: Welcome, everyone, to our special interview today. I’m thrilled to be speaking with Yevgen Grygorovych, the director of GSC Game World, the team behind the highly anticipated sequel to the classic game Stalker 2. Yevgen, thank you so much for joining us today, especially considering the circumstances surrounding your team’s journey.
Yevgen: Thank you for having me. It’s good to talk about our work and how we’re navigating through these challenging times.
Editor: Let’s start with the overarching theme of your recent experiences. You said, “The war damaged our lives, not our creativity.” Can you elaborate on that sentiment?
Yevgen: Absolutely. Despite all the chaos, it’s incredible how creativity can thrive even in the darkest of times. Yes, the war has fundamentally changed our lives, and it has introduced challenges that we couldn’t have imagined. But it has also fostered a strong sense of determination within our team to continue creating. The passion for our craft unites us more than the difficulties we face.
Editor: It’s remarkable to hear that spirit is alive and well. The development of Stalker 2 has been quite a journey, to say the least. Can you walk us through how the war impacted your development process?
Yevgen: Certainly. The invasion in February 2022 forced some of our employees to flee Ukraine, while others enlisted in the army. We experienced a lot of upheaval, and our team was scattered between Ukraine and the Czech Republic. Yet, we managed to keep communication going, with weekly meetings online. Even if we’re physically apart, the collaborative spirit remains strong.
Editor: That combination of distance and teamwork must have been a major adjustment. How did your team manage to maintain productivity under such circumstances?
Yevgen: It hasn’t been easy, but our team understands the importance of what we’re creating. Many of us have worked on this game for years, and the prospect of its release keeps us motivated. Those who relocated to Prague continued to support their families back home by sending part of their salaries, showing how connected we still are despite the physical distance.
Editor: Your team truly embodies resilience. I also understand that Stalker 2 has faced cyber threats from Russian hackers. How has that affected your operations?
Yevgen: The attacks have been a constant concern. We face attempts to disrupt our work almost daily. However, we’ve implemented robust cybersecurity measures to protect our system and data. It’s just another challenge we are tackling as we push forward with the game’s release slated for November 20.
Editor: Historically, the Stalker series is known for its unique atmosphere, derived from Chernobyl. How has the ongoing conflict influenced the narrative and design of Stalker 2?
Yevgen: The war has undeniably influenced our storytelling. While the game is set in a fictional world following a second nuclear disaster at Chernobyl, themes of survival, loss, and hope resonate deeply with the current realities many of us are facing. In this way, we hope to create a narrative that not only entertains but also reflects the profound challenges of our time.
Editor: That’s a powerful approach. I imagine your experiences have changed the way you view your work and the world as a whole.
Yevgen: Absolutely. While we always strive to create immersive worlds, experiencing actual conflict has deepened our understanding of human resilience and the need for stories that uplift and unite. It’s become clear how vital creativity is in times of crisis—it offers an escape, a voice, and a sense of community.
Editor: It’s an inspiring message, Yevgen. Before we conclude, what do you hope players take away from Stalker 2?
Yevgen: I hope they find not just a thrilling gaming experience, but a story that resonates with their own struggles and triumphs. This game is a manifestation of our journey through hardship, and I want players to feel that they’re part of something larger, a shared human experience of perseverance and creativity.
Editor: Thank you, Yevgen, for sharing your insights and experiences with us today. The upcoming release of Stalker 2 is not only a testament to your dedication but also to the indomitable spirit of creativity in the face of adversity. We wish you and your team continued strength and success.
Yevgen: Thank you very much! It was a pleasure to share our story.