How the Idea for The Cube Started With a ‘Boring’ Phone Call

Mundfish Studio, creators of “Atomic Heart”, are venturing into the realms of the bizarre once more with their upcoming project titled “The Cube“. This intriguing game, classified as an MMORPG shooter, is set within a colossal, floating structure made up of spinning rows and edges. The storyline revolves around an enigma that could potentially redefine the very fabric of existence. Contrary to initial assumptions, the genesis of “The Cube” was not a result of structured brainstorming sessions but rather a more organic and intriguing process than many might anticipate.

In a conversation with Game Rant, Atomic Heart director and Mundfish Studio founder/CEO Rob Bagratuni shared the origin of The Cube, an aspect of the game that initially appeared complex but surprisingly started with a monotonous phone call that left Bagratuni feeling uninterested.

The Call That Sparked The Cube

Following the debut of Atomic Heart, Mundfish Studio swiftly gained recognition for their talent in crafting strange and unique game environments. As such, it doesn’t come as a shock that The Cube concept seems equally abstract. Rather than refining ideas they had previously explored in Atomic Heart, Mundfish’s initial inspiration for The Cube didn’t stem from a formal design proposal or brainstorming meeting. Instead, it was born out of an aimless flow of thought.

Bagratuni shared that one fundamental belief of their studio is nurturing intricate, wild, sometimes oddball game concepts. He referred to this approach as “a blend of madness and courage,” which was instrumental in bringing the game known as “The Cube” into being. When prompted about the origin of the idea for a cube that hovers and spins as a gaming platform, Bagratuni explained.

Our team is known for coming up with unconventional, daring concepts which we refer to as ‘a blend of craziness and courage.’ These ideas can be challenging to understand at times. For instance, during a monotonous and lengthy call about The Cube, I found myself doodling Tic-Tac-Toe grids in my notepad as a way to stay focused amidst the lack of excitement.

Idle distractions are something most people can understand, but this one turned out to be much more than just a casual doodle. As Bagratuni was drawing, his thoughts began to drift until the concept of The Cube appeared in his mind. He knew immediately that he had to share this idea before it vanished, so he took the necessary steps. Bagratuni continued his work, determined to bring his thoughts to life.

All of a sudden, I found myself visualizing a cube in my mind. It seemed as if it had always been there, connected in some strange way. After finishing our meeting, my co-founder, the executive producer, and I felt an urgent need to depart. We informed the rest of the group that we had important matters to attend to. Over the course of the next two hours, we began brainstorming and eventually conceived the idea for a project called “The Cube”. The concept seemed to coalesce effortlessly.

Indeed, devising the concept was merely the first step. The true test was transforming Bagratuni’s mental vision into a tangible, effective collection of groundbreaking gameplay mechanics for The Cube. Given that its core gameplay revolves around a vast, dynamic object with intricate systems, it’s no surprise that many engines would find this challenging, especially when factoring in real-time, online multiplayer. As Bagratuni described, the development team faced numerous hurdles, but these challenges served as a driving force for them.

The unique goals Mundfish held for the game “The Cube” transcended mere visual improvements. Such a project demanded advanced engineering skills that aren’t extensively utilized in the current industry. To leap into this relatively unexplored technological realm, the team had to leverage all their tools and insights. As Bagratuni put it, it represented a “groundbreaking technological achievement,” not just for its aesthetic appeal, but because it functioned effectively – a rare feat in this domain.

This marks a significant milestone in our industry as it seems to be the first instance where something like this has been made feasible. It’s undeniably a groundbreaking technological achievement, as previously, it was thought impossible to employ the engine to maintain the simultaneous rotation of numerous objects while ensuring a smooth online experience. A tremendous amount of dedication and hard work went into making this a reality. Initially, others dismissed the idea, calling it unattainable, but we’ve proven them wrong – here we stand, having achieved what was once considered impossible.

Occasionally, the genesis of groundbreaking concepts can stem from seemingly insignificant diversions, and “The Cube” serves as a testament to this truth. Initially conceived during a monotonous phone call by Bagratuni, it has since evolved into what appears to be one of Mundfish Studio’s most audacious endeavors to date. When completed, “The Cube” will undeniably have materialized due to Bagratuni and the Mundfish team’s decision to delve into the unusual, rely on their technological prowess, and construct what some believed was unattainable.

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2025-06-07 02:06