{"id":65419,"date":"2025-07-07T16:00:06","date_gmt":"2025-07-07T15:00:06","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/ill-developer-qa-monsters-horror-inspirations-gameplay-mechanics-and-more\/"},"modified":"2025-07-07T16:00:06","modified_gmt":"2025-07-07T15:00:06","slug":"ill-developer-qa-monsters-horror-inspirations-gameplay-mechanics-and-more","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/ill-developer-qa-monsters-horror-inspirations-gameplay-mechanics-and-more\/","title":{"rendered":"ILL developer Q&amp;A: Monsters, horror inspirations, gameplay mechanics, and more"},"content":{"rendered":"<div>\n<p class=\"\">ILL made quite the splash \u2014 or rather, splatter \u2014 when the trailer dropped at Summer Game Fest 2025. We saw a first-person horror game packed with guts, frenetic combat, and some heinously grotesque creatures \u2014 and we loved every disturbing little detail.<\/p>\n<p class=\"\">So what kind of twisted minds can make a game like ILL? Ones well-versed in the horror genre. The developers at Team Clout have plenty of experience with horror, including working on several well-known TV and film projects (e.g. Longlegs, V\/H\/S\/Beyond, It: Welcome to Derry), and they\u2019re eager to bring their brand of terror to a new medium. We asked Team Clout founders and incredible artists Maxim Verehin and Oleg Vdovenko to let us pick their brains about ILL.<\/p>\n<h2 class=\"wp-block-heading\">The unique horror of ILL<\/h2>\n<p class=\"\">As Verehin tells us, ILL is \u201cA story-driven action-horror game with visceral visuals, gruesome moments, interesting inspiration, exploration, and wild ideas \u2014 a good mix of survival horror elements and first-person 3D action. We\u2019re working to balance the parts where players are s***ting their pants from fright with parts where players are screaming because they\u2019re enjoying the intense action, shooting mechanics, and dismemberment.\u201d\u00a0<\/p>\n<p class=\"\">Much of the details around the game\u2019s story \u2014 which involves a mysterious fort in an Eastern European-like setting overrun by monstrosities \u2014 have been kept secret so far. While Verehin intends to keep it that way, he does share some information when we ask. \u201cILL\u2019s focus is on the personal story of the main protagonist. His story is deeply interconnected with what is happening in the world. Broadly speaking, the world will feel isolated and hopeless. We want players to feel how dark the mood is. I hope the audience will sympathize with the main character and his personal motivations.\u201d<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/54628794536_ed5a8113e2_k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/54628794536_ed5a8113e2_k.jpg\" alt=\"\"><\/a><\/p>\n<hr class=\"ps-block-separator has-alpha-channel-opacity has-max-width-40\">\n<blockquote class=\"wp-block-quote ps-author-quote has-max-width-75 has-margin-top-65 has-margin-bottom-65 is-style-default has-max-width-75 has-margin-top-65 has-margin-bottom-65 is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"\">\u201cWe want <em>ILL<\/em> to make you feel like the horror is <em>physically happening to you<\/em>. Not just psychological tension or scripted scares, but a kind of grounded, body-level discomfort. The main thing that sets us apart is how we combine hyperrealistic body horror with a reactive, tactile world. Enemies don\u2019t just die \u2013 they suffer, adapt, mutate. Your actions leave a mark, and the world responds.\u201d<\/p>\n<p><cite>\u2013 Max Verehin, Game Director &amp; Co-founder, Team Clout<\/cite><\/p><\/blockquote>\n<hr class=\"ps-block-separator has-alpha-channel-opacity has-max-width-40\">\n<div class=\"shortcode shortcode--youtube\">\n<div class=\"youtube-video has-agegate\" data-youtube-id=\"Ldb4yfUZXF4\" data-title=\"\">\n\t<button class=\"youtube-video__load-button\"><br \/>\n\t\t\t<svg class=\"icon icon--play icon--26 icon--play icon--blue\" aria-hidden=\"true\" viewbox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\">\n\t\t<title><\/title><path fill-rule=\"evenodd\" class=\"icon-primary-color\" d=\"M0 1.75v17l20-8.5z\"><\/path>\t<\/svg><br \/>\n\t\t\t\t\t<span class=\"screen-reader-text\">Play  Video<\/span><br \/>\n\t<\/button><br \/>\n\t\t<img decoding=\"async\" src=\"https:\/\/blog.playstation.com\/content\/themes\/playstation-2018\/images\/placeholder.svg\" data-srcset=\"https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/default.jpg 120w, https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/mqdefault.jpg 320w, https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/hqdefault.jpg 480w, https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/sddefault.jpg 640w, https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/maxresdefault.jpg 1280w\" data-sizes=\"(min-width: 1170px) 936px, (min-width: 960px) 80vw, 100vw\" data-src=\"https:\/\/img.youtube.com\/vi\/Ldb4yfUZXF4\/hqdefault.jpg\" class=\"youtube-video__image-overlay lazy\" alt=\"ILL developer Q&amp;A: Monsters, horror inspirations, gameplay mechanics, and more\"><\/p>\n<div class=\"youtube-video__iframe\"><\/div>\n<\/div><\/div>\n<h2 class=\"wp-block-heading\">Why the name \u201cILL?\u201d<\/h2>\n<p class=\"\">Clearly, a lot of thought and care has gone into the game\u2019s details, and the team wants to keep secrets to heighten the player experience. But we had to know: what\u2019s behind the game\u2019s name? \u201cWe really wanted a short, striking name that when you write it, it looks like a logo. The word represents something horrible, something sick, something cursed. Also, it reflects the monsters \u2014 I\u2019m not gonna spoil our monsters\u2019 origins, but there\u2019s going to be a cool interconnection between the name and the story of the game.\u201d<\/p>\n<div class=\"ps-age-gate-container\" tabindex=\"-1\">\n<div class=\"ps-age-gate-container__inner\" aria-hidden=\"true\">\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/54628996019_033bdc0a2a_k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/54628996019_033bdc0a2a_k.jpg\" alt=\"\"><\/a><\/p><\/div>\n<div class=\"ps-age-gate-container__overlay\">\n<div class=\"ps-age-gate-container__overlay-inner\">\n\t\t\t\t\t<button class=\"ps-age-gate-container__unlock-button\"><br \/>\n\t\t\t\t\t\t\t<svg class=\"icon icon--lock icon--white\" aria-hidden=\"true\" viewbox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\">\n\t\t<title>Verify your age to view this content.<\/title><path fill=\"none\" d=\"M0 0H20V20H0z\"><\/path><path class=\"icon-primary-color\" d=\"M15 9h-1V6c0-2.2-1.8-4-4-4S6 3.8 6 6v3H5c-.5 0-1 .5-1 1v7c0 .5.5 1 1 1h10c.5 0 1-.5 1-1v-7c0-.5-.5-1-1-1zm-4 7H9l.4-2.2c-.5-.2-.9-.8-.9-1.3 0-.8.7-1.5 1.5-1.5s1.5.7 1.5 1.5c0 .6-.3 1.1-.9 1.3L11 16zm1-7H8V6c0-1.1.9-2 2-2s2 .9 2 2v3z\"><\/path>\t<\/svg><\/p>\n<p>\t\t\t\t\t\t<span>Verify your age to view this content.<\/span><br \/>\n\t\t\t\t\t<\/button>\n\t\t\t\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<h2 class=\"wp-block-heading\">Designing the monsters of ILL<\/h2>\n<p class=\"\">The creature designs by Oleg and Verehin have been getting plenty of attention. The pair have a shared background in concept art, and their twisted artistic sensibility has created a game filled with nightmarish encounters.<\/p>\n<p class=\"\">What\u2019s the inspiration behind the creatures of ILL? \u201cMostly old horror films from the 1970s to the 1990s,\u201d says Oleg. \u201cEverything was done with practical effects and quality animatronics. The imperfections were hidden with smart lighting and strong direction.\u201d\u00a0<\/p>\n<div class=\"ps-age-gate-container\" tabindex=\"-1\">\n<div class=\"ps-age-gate-container__inner\" aria-hidden=\"true\">\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/54629010553_454cbcae4a_k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/54629010553_454cbcae4a_k.jpg\" alt=\"\"><\/a><\/p><\/div>\n<div class=\"ps-age-gate-container__overlay\">\n<div class=\"ps-age-gate-container__overlay-inner\">\n\t\t\t\t\t<button class=\"ps-age-gate-container__unlock-button\"><br \/>\n\t\t\t\t\t\t\t<svg class=\"icon icon--lock icon--white\" aria-hidden=\"true\" viewbox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\">\n\t\t<title>Verify your age to view this content.<\/title><path fill=\"none\" d=\"M0 0H20V20H0z\"><\/path><path class=\"icon-primary-color\" d=\"M15 9h-1V6c0-2.2-1.8-4-4-4S6 3.8 6 6v3H5c-.5 0-1 .5-1 1v7c0 .5.5 1 1 1h10c.5 0 1-.5 1-1v-7c0-.5-.5-1-1-1zm-4 7H9l.4-2.2c-.5-.2-.9-.8-.9-1.3 0-.8.7-1.5 1.5-1.5s1.5.7 1.5 1.5c0 .6-.3 1.1-.9 1.3L11 16zm1-7H8V6c0-1.1.9-2 2-2s2 .9 2 2v3z\"><\/path>\t<\/svg><\/p>\n<p>\t\t\t\t\t\t<span>Verify your age to view this content.<\/span><br \/>\n\t\t\t\t\t<\/button>\n\t\t\t\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<p class=\"\">\u201cIn games,\u201d says Verehin regarding early ILL inspirations, \u201cit\u2019s Half-Life 2, Silent Hill, and Resident Evil series \u2013 titles where the world felt alive and dangerous, where the horror wasn\u2019t just visual but systemic. We were especially drawn to that feeling of being trapped somewhere real, reacting moment to moment with limited resources. From the beginning, we wanted to build something that felt grounded but deeply disturbing, an experience that doesn\u2019t just scare you, but unsettles you long after you\u2019ve put the controller down.<\/p>\n<p class=\"\">Verehin elaborated on the monster design process. \u201cWe don\u2019t have a set process for creating a new monster.\u00a0 Sometimes you have a concept drawing and say, \u2018how can I make this concept art a playable character in the game?\u2019 Sometimes you see a video online featuring a scary concept. \u2018Can I make a monster like that?\u2019 It sounds ridiculous, but sometimes it works. It\u2019s inspiration that you got from your life experience.\u201d<\/p>\n<p class=\"\">\u201cYou also have to consider the monsters from a gameplay standpoint. They have to be fun to fight. There\u2019s a trial and error process. Some designs were rejected because they didn\u2019t work in the game.\u201d<\/p>\n<p class=\"\">The assorted nasties of ILL are more than just ugly faces, however \u2014 their uncanny animation adds to the visceral discomfort of looking at them.\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/54628996024_ee6618fbbf_k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/54628996024_ee6618fbbf_k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cWe\u2019ve had big help from the team of Mundfish in setting up our animation department.We have a lot of experience doing animation, like making our own short horror animations that taught us how movement should work in order to scare you,\u201d Verehin explains. \u201cWe\u2019ll have, for example, a monster that moves normally at first, but we\u2019ll try and tweak it in ways to make it more unique and horrifying.\u201d\u00a0<\/p>\n<p class=\"\">He shared a funny development story to illustrate. \u201c28 seconds into the <a href=\"https:\/\/youtu.be\/Ldb4yfUZXF4?si=AR-wJ8bJaglCp08I&amp;t=28\">Official Trailer<\/a>, this monster bends over. This is how Team Clout\u2019s Art Director, Alexey Mikhailov, bent over for fun at one of the mockup sessions. The team found it really creepy, and they decided to include it in the game!\u201d<\/p>\n<div class=\"ps-age-gate-container\" tabindex=\"-1\">\n<div class=\"ps-age-gate-container__inner\" aria-hidden=\"true\">\n<figure class=\"wp-block-video wp-video-407484\"><video data-src=\"https:\/\/stream.mux.com\/Sa2600OoCmjzPU02vsLJGxl1GMjEhnUboZVKmxQt101zsU\/capped-1080p.mp4?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJSUzI1NiJ9.eyJzdWIiOiJTYTI2MDBPb0NtanpQVTAydnNMSkd4bDFHTWpFaG5VYm9aVktteFF0MTAxenNVIiwiYXVkIjoidiIsImV4cCI6MTc1MTk4MzA4Miwia2lkIjoiNEw1eU9janJWMU5VcVZ6Y1V2SkJuMXdUbTRlVEdHOU1oMDIwMVlrNWp1OU5BIn0.QdWcCE7L1da-gq52sNHht-Z4FR3VyhDGx0puUCTnDrayyzkaoMxkPozM4uCiImC9Vs0CuTH97cq3AL7je_eZ3HXo7FTMXHUFXgVFd4vZgL2Sm3Wl3Ni2LjMnZexoGxWnkx-PUKLRm4Tlt9kCBLdD8QUrQmjLrnAVjlbUlRWreFL1LJS-0boOHrYxV8MtDKJ1h0kcaDn6SrBLECNG-44oNox8L1bJrHYbfhQRuErdI2KmZACaBcRpBAxlMorGKjCWQaRaxAClQPRO-zJTW2BupVkFGTZvqi1rKoA8D5m-iNTV9_XxR2Eu8pMeeRnSubNxA7Mit4kbyYOtioR6PVhRkw\" preload=\"metadata\" style=\"aspect-ratio: 1920 \/ 1080;\" autoplay controls loop muted playsinline><\/video><\/figure>\n<\/p><\/div>\n<div class=\"ps-age-gate-container__overlay\">\n<div class=\"ps-age-gate-container__overlay-inner\">\n\t\t\t\t\t<button class=\"ps-age-gate-container__unlock-button\"><br \/>\n\t\t\t\t\t\t\t<svg class=\"icon icon--lock icon--white\" aria-hidden=\"true\" viewbox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\">\n\t\t<title>Verify your age to view this content.<\/title><path fill=\"none\" d=\"M0 0H20V20H0z\"><\/path><path class=\"icon-primary-color\" d=\"M15 9h-1V6c0-2.2-1.8-4-4-4S6 3.8 6 6v3H5c-.5 0-1 .5-1 1v7c0 .5.5 1 1 1h10c.5 0 1-.5 1-1v-7c0-.5-.5-1-1-1zm-4 7H9l.4-2.2c-.5-.2-.9-.8-.9-1.3 0-.8.7-1.5 1.5-1.5s1.5.7 1.5 1.5c0 .6-.3 1.1-.9 1.3L11 16zm1-7H8V6c0-1.1.9-2 2-2s2 .9 2 2v3z\"><\/path>\t<\/svg><\/p>\n<p>\t\t\t\t\t\t<span>Verify your age to view this content.<\/span><br \/>\n\t\t\t\t\t<\/button>\n\t\t\t\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<p class=\"\">Oleg mentions that the animation was challenging at first, \u201cespecially when working at 60 frames per second. Compared to 30 FPS, animations can feel less cinematic. But over time, I got used to it\u2014and now I actually like the feel of it.\u201d<\/p>\n<h2 class=\"wp-block-heading\">What to expect from ILL gameplay<\/h2>\n<p class=\"\">How about the gameplay? Verehin explains: \u201cYou explore, you use resources, you find and upgrade weapons. You can use your resources to craft and update weapons. You\u2019ll need to manage your inventory, of course, because resources are limited. There will be intense encounters \u2014 sometimes with single enemies, sometimes a small group, and cool moments when you fight waves of enemies and bosses.\u201d<\/p>\n<p class=\"\">There will also be environmental puzzles and interactions. \u201cFor example, if you fix the electricity in the area, the environment changes \u2014 things might become dark somewhere else. We want the setting to feel believable and realistic.\u201d\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/54627921022_82a46eeee7_k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/54627921022_82a46eeee7_k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">What are some of the weapons we\u2019ll be using? \u201cA shotgun, an AK- 47\u2013there was like this revolver gun, a sniper rifle, all the standard things \u2014 and, not to spoil, but there will be fun, crafty weapons \u2014 and a lot of melee weapons as well.\u201d<\/p>\n<p class=\"\">Overall, what do the developers at Team Clout hope players take away from ILL? \u201cWe want players to tell each other, \u2018Do you know about this game? This crazy thing happened!\u2019 The other person would say,\u00a0 \u201cOkay, but <em>this<\/em> happened in my playthrough!\u2019 We\u2019re making our game enjoyable for different people\u2013not only horror fans, but also players who want to experience good storytelling and\u00a0 cool action.\u201d<\/p>\n<p class=\"\">ILL is in development for PlayStation 5, with release information to follow.\u00a0<\/p>\n<\/div>\n<p><a href=\"https:\/\/blog.playstation.com\/2025\/07\/07\/ill-developer-qa-monsters-horror-inspirations-gameplay-mechanics-and-more\/\">Go to Source (PlayStation.com)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>ILL made quite the splash \u2014 or rather, splatter \u2014 when the trailer dropped at Summer Game Fest 2025. We saw a first-person horror game packed with guts, frenetic combat, and some heinously grotesque creatures \u2014 and we loved every disturbing little detail. So what kind of twisted minds can make a game like ILL?<\/p>\n","protected":false},"author":4,"featured_media":65420,"comment_status":"registered_only","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[1778,43,532,15,687,2394,7366,16231,2409,432,82],"class_list":["post-65419","post","type-post","status-publish","format-standard","has-post-thumbnail","category-playstation","tag-dropped","tag-game","tag-made","tag-playstation","tag-quite","tag-rather","tag-splash","tag-splatter","tag-summer","tag-trailer","tag-when"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>ILL developer Q&amp;A: Monsters, horror inspirations, gameplay mechanics, and more | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View ILL developer Q&amp;A: Monsters, horror inspirations, gameplay mechanics, and more for free, here on XtremeServers. 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