ILL creative director: 'a cinematic experience' — not a zombie game
ILL's latest trailer showed slimy tentacles, a decapitated skull and flies on a rotting corpse, and studio co-founder and creative director Max Verehin says the team has a clear vision for horror. The game draws on survival-horror elements familiar from Resident Evil—resource scarcity, exploration and level design—but Team Clout is leaning toward physics-based action gameplay.
Physicality guides the design: the weight of a gun, the force of prising a pipe from a wall and an anatomically precise dismemberment system are central. The studio applies filmmaking techniques to its cutscenes, storyboarding shots and using camera tricks to create a cinematic tone while stopping short of full photorealism.
Some gameplay rules remain distinctly game-like: melee weapons can break (though they can be upgraded), bullets are scarce and combat favors gunplay, with scenes where the protagonist is defenseless.
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