PC GAMER (US)

POSITIVE INFLUENCE

The inspiratio­ns behind Mudrunner.

- Jeremy Peel

There’s nothing quite like Mudrunner for cooling the blood, to paraphrase the classic Flanders and Swann number. There’s something meditative about plunging a truck into brown soup, then spending ten minutes wiggling the left stick and attaching winches to trees in a gradual and patient attempt to free your wheels from the quagmire. It’s a premise that would be considered ponderous or perverse by convention­al game design standards, which hold that players should be swept along and kept busy at all times. But Mudrunner didn’t come from convention­al game design—it came from the mind of Pavel Zagrebelny­y.

Zagrebelny­y was born in St Petersburg, Russia. It was a grounding that would give him access to people, infrastruc­ture, and ultimately work at an internatio­nally known game studio. But it also gave the young Zagrebelny­y reams of strange, swampy countrysid­e to explore. When he was at home, he played with toy trucks; when outside, he watched real trucks and excavators work in the fields.

In particular, Zagrebelny­y fell in love with the superheavy mechanical monsters of the Soviet era. These were trucks that met hostile terrain with equal and opposite hostility. To Western sensibilit­ies, they resemble the invented vehicles of Gerry Anderson’s Thunderbir­ds— highly specialize­d tools, running on tracks or enormous wheels, with irregular silhouette­s and deafening calls. “These types of vehicles are simply what I grew up around, you could see them everywhere,” says Zagrebelny­y. “They looked normal to me. But later I realized they seemed strange and exotic to people in other areas of the world.

“I found them to be inspiring. Think about the military vehicles—they have nothing extra. Everything serves a practical purpose. And when you hear their monstrous engines roar, you feel their power. You can’t help but be impressed.” Further inspiratio­n came from a teacher, who awoke Zagrebelny­y to the wonders of physics. That led to a degree in computer software engineerin­g, and later a job as a graphics programmer at Saber Interactiv­e. There he worked on Halo’s anniversar­y remake, gaining the experience needed to build something on his own.

KEEP ON TRUCKIN’

Mudrunner began as a side project that melded Zagrebelny­y’s obsessions: Volatile physics and misshapen trucks. “The hobby mindset, versus a commercial one, allowed me to shape the game in the exact form I wanted it to be,” he says. “I just kept building something I loved.”

Even for Zagrebelny­y, situated in a city at the edge of civilizati­on, the wilderness of Mudrunner holds a certain romance. “Unfortunat­ely, I haven’t even traveled that much in Russia, it is such a vast country,” he says. “Certainly, the frontiers capture the imaginatio­n. Siberia evokes something special in the minds of everyone. It almost feels like a different planet, yet people live and work there. And the vehicles you see in Mudrunner, they feel at home.”

Today he still lives in St Petersburg, and works at Saber, who led developmen­t on Snowrunner. “I played a different role on Snowrunner,” says Zagrebelny­y. “While I contribute­d as a consultant, it was a more ambitious project, with higher production values and efforts to make the gameplay more accessible. It was so much bigger than just me.”

Zagrebelny­y’s transfer of creative control turned out to be a good thing for Snowrunner, which benefits from clearer objectives and a Ubisoft-esque open world. “I can’t speak for Saber, but perhaps Snowrunner’s exploratio­n structure was simply a natural evolution,” he says

The game’s engine, however, hasn’t been swapped out. “Personally, I don’t want to make videogames that provoke anger, jealousy, or other negative emotions,” he says. “I like the balancing of traditiona­l challenges, the integratio­n of physics, and the feel of the wilderness. I’m proud to showcase the technologi­es in the game while giving players something fun in a new way, perhaps even peaceful.”

THE HOBBY BECAME A HUGE SOLO SUCCESS, INTRODUCIN­G THE WORLD TO ZAGREBELNY­Y’S INFLUENCES

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 ??  ?? ABOVE: High engines are essential for avoiding critical water damage.
ABOVE: High engines are essential for avoiding critical water damage.
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Zagrebelny­y worked on Snowrunner as a research and developmen­t consultant.
FAR LEFT: Zagrebelny­y worked on Snowrunner as a research and developmen­t consultant.
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