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    <title>Articles</title>
    <link>https://siberiawotw.com</link>
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    <language>ru</language>
    <lastBuildDate>Mon, 27 Apr 2026 16:55:27 +0300</lastBuildDate>
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      <title>How We Came Up with The War of the Worlds: Siberia</title>
      <link>https://siberiawotw.com/en/articles/how_we_came_up</link>
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      <pubDate>Mon, 27 Apr 2026 15:42:00 +0300</pubDate>
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      <description>Albert Zhiltsov, Creative Producer of The War of the Worlds: Siberia, talks about how the idea for this project was born</description>
      <turbo:content><![CDATA[<header><h1>How We Came Up with The War of the Worlds: Siberia</h1></header><figure><img alt="" src="https://static.tildacdn.com/tild3530-3733-4562-b265-363761613066/Frame_2087325881.png"/></figure><div class="t-redactor__text">Mass culture has created an&nbsp;image of&nbsp;the creative "Archimedes." When a&nbsp;person shouts "Eureka!", it&nbsp;means a&nbsp;brilliant idea has suddenly and unexpectedly popped into their head. This is&nbsp;how the resolution of&nbsp;creative torment is&nbsp;often portrayed. It’s probably easier to&nbsp;understand this way, as&nbsp;explaining the actual creative process is&nbsp;very difficult&nbsp;— you need a&nbsp;vivid image.<br /><br />In&nbsp;reality, things aren’t so&nbsp;naive. Even if&nbsp;the process of&nbsp;creative thinking were so&nbsp;random that everyone was just waiting for that one idea to&nbsp;come to&nbsp;them&nbsp;— how would you verify it? Is&nbsp;this <em>the</em> idea or&nbsp;not? In&nbsp;a&nbsp;script, we&nbsp;know that Archimedes is&nbsp;right and his "Eureka!" is&nbsp;justified, but in&nbsp;real life, millions of&nbsp;people come up&nbsp;with millions of&nbsp;ideas, and most of&nbsp;them won’t be&nbsp;interesting even to&nbsp;their relatives.<br /><br />Good ideas come to&nbsp;those who have already put considerable effort into working on&nbsp;similar tasks. Chemists dream of&nbsp;periodic tables, engineers dream of&nbsp;hybrid circuits, and creative producers dream of&nbsp;creative projects that don’t yet exist. But for you to&nbsp;dream about it, you need to&nbsp;devote a&nbsp;lot of&nbsp;effort to&nbsp;it&nbsp;while awake. In&nbsp;the case of <em>The War of&nbsp;the Worlds: Siberia</em>, that’s exactly how it&nbsp;was. It&nbsp;was the culmination of&nbsp;several threads, some of&nbsp;which took 10 years.</div><h2  class="t-redactor__h2">Thread 1. Flight Sims.</h2><img src="https://static.tildacdn.com/tild6438-3064-4339-a534-653134393561/1f3a219ec4951e6fe493.jpg"><div class="t-redactor__text"><em>Rise of&nbsp;Flight: The First Great Air War</em>. This was my&nbsp;first project as&nbsp;a&nbsp;creative producer. It&nbsp;was around 2005, we&nbsp;were passionate about flight simulation, simulating air combat from the Great Patriotic War (WWII), and, of&nbsp;course, computer technology. I&nbsp;was 26 at&nbsp;the time, and my&nbsp;dream was to&nbsp;recreate models of&nbsp;ALL aircraft that had ever existed. No&nbsp;less. We&nbsp;weren’t hired by&nbsp;1C back then, they didn’t believe in&nbsp;us (which is&nbsp;logical, I&nbsp;wouldn’t have believed either), and we&nbsp;started thinking about what to&nbsp;dedicate our project to, given that modern aviation was already taken, and the WWII theme was too.<br /><br />But if&nbsp;you add my&nbsp;imagination to&nbsp;this, a&nbsp;picture emerges in&nbsp;which aviation had a&nbsp;beginning. And where else to&nbsp;start realizing my&nbsp;dream if&nbsp;not from the very beginning? That’s how we&nbsp;got the idea to&nbsp;dedicate the project to&nbsp;the First World War of&nbsp;1914−1918. I&nbsp;knew nothing about this event except for reference materials, but then I&nbsp;became, I&nbsp;think, a&nbsp;decent specialist on&nbsp;this period over the next 10 years. So, the period of&nbsp;the late 19th and early 20th centuries enters this equation. Now, as&nbsp;you can see, this choice ceases to&nbsp;be&nbsp;random. I&nbsp;had already worked with this period before (and this thread is&nbsp;still moving forward, a&nbsp;new IL-2 installment dedicated to&nbsp;the Korean War is&nbsp;coming out soon).</div><h2  class="t-redactor__h2">Thread 2. Technology.</h2><div class="t-redactor__text">What’s so&nbsp;wonderful about folk crafts in&nbsp;art? It’s that they originally grew from the idea of&nbsp;simple, accessible tools. This is&nbsp;a&nbsp;source of&nbsp;endless envy for those who work with complex computing systems. For us, everything starts with a&nbsp;huge, complex power plant; without it, there would be&nbsp;no&nbsp;digital world at&nbsp;all, so&nbsp;dependent are we&nbsp;on&nbsp;technology. And if&nbsp;you don’t have these essential technologies, you can’t create anything complex. This thread started for me&nbsp;with the <em>Caliber</em> project. It&nbsp;was a&nbsp;technically complex game, a&nbsp;multiplayer game, etc. While working on&nbsp;it, we&nbsp;went through the process of&nbsp;creating complex projects and developed the technologies and tools needed for such work (you can’t buy them in&nbsp;a&nbsp;store). And, of&nbsp;course, we&nbsp;assembled a&nbsp;team.</div><img src="https://static.tildacdn.com/tild3263-3730-4535-b139-343262313736/3f0fa464b7ba1754e803.jpg"><div class="t-redactor__text">By&nbsp;the end of&nbsp;my&nbsp;work on <em>Caliber</em>, I&nbsp;saw that we&nbsp;were closely approaching the threshold of&nbsp;complex narrative games. But <em>Caliber</em> itself, as&nbsp;a&nbsp;project, doesn’t require that. It&nbsp;doesn’t need a&nbsp;plot or&nbsp;complex scripted cutscenes. Even its maps are like a&nbsp;football field&nbsp;— more of&nbsp;a&nbsp;sports apparatus than a&nbsp;creative object. A&nbsp;need began to&nbsp;form, a&nbsp;need to&nbsp;apply these new technologies and knowledge somewhere.</div><h2  class="t-redactor__h2">Interim Summary:</h2><div class="t-redactor__text">We&nbsp;have an&nbsp;interest and knowledge about the period of&nbsp;the late 19th and early 20th centuries, and we&nbsp;have a&nbsp;set of&nbsp;technologies for a&nbsp;narrative game. This isn’t <em>The War of&nbsp;the Worlds: Siberia</em> yet, but you must agree&nbsp;— from this point, it&nbsp;seems like it&nbsp;was obvious. That’s the trick with ideas.</div><h2  class="t-redactor__h2">Thread 3. People.</h2><div class="t-redactor__text">People are wealth. The more talented people you have around you, the more interesting your life&nbsp;is. I&nbsp;lead a&nbsp;very interesting life. I&nbsp;have many acquaintances, friends from very different fields of&nbsp;human activity. From military aircraft mechanics to&nbsp;practicing children’s speech therapists with 30 years of&nbsp;experience. And they all interest&nbsp;me. This is&nbsp;how we&nbsp;became friends with Sergey Burkatovsky (aka Serb). Serb worked at&nbsp;Wargaming (the organization’s activities are prohibited on&nbsp;the territory of&nbsp;the Russian Federation and recognized as&nbsp;extremist) and was making tanks. I&nbsp;perceived Serb not so&nbsp;much as&nbsp;a&nbsp;top tank manager, but as&nbsp;a&nbsp;creative person, even as&nbsp;an&nbsp;idea author and writer. We&nbsp;didn’t cross paths on&nbsp;tanks, there was no&nbsp;need, but we&nbsp;shared a&nbsp;few meals together, talking about history, creativity, and creative work.<br /><br />And Serb moved to&nbsp;Moscow, having finished his work with Wargaming. And on&nbsp;his way, on&nbsp;his own business, he&nbsp;dropped by&nbsp;the office just to&nbsp;chat. Serb was in&nbsp;a&nbsp;daring state at&nbsp;the time. And quite patriotic and cheerful enough for a&nbsp;man of&nbsp;his age to&nbsp;be&nbsp;tempted into a&nbsp;creative "adventure." So&nbsp;the project found its first and one of&nbsp;its most influential authors. And from this moment, it&nbsp;can already be&nbsp;called <em>The War of&nbsp;the Worlds: Siberia</em>.<br /><br />So, all three threads converged on&nbsp;a&nbsp;specific day, at&nbsp;a&nbsp;specific hour, into a&nbsp;specific thought: let’s create a&nbsp;project about people who found themselves in&nbsp;such a&nbsp;time (the late 19th century) in&nbsp;such a&nbsp;place (Russia, the beginning of&nbsp;an&nbsp;alien invasion). And this thought was voiced, and from that moment, it&nbsp;has existed on&nbsp;its own.</div><div class="t-redactor__text">If&nbsp;there had been no&nbsp;knowledge and image of&nbsp;the era, if&nbsp;there had been no&nbsp;technologies that already gave me&nbsp;the ability to&nbsp;tell stories, if&nbsp;there had been no&nbsp;team of&nbsp;wonderful people, if&nbsp;there had been no&nbsp;visit from a&nbsp;comrade capable of&nbsp;telling stories with the degree of&nbsp;realism that I&nbsp;wanted&nbsp;— there would, of&nbsp;course, be&nbsp;no&nbsp;project.</div>]]></turbo:content>
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