Ice-Pick Lodge

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Ice-Pick Lodge is a Russian game development studio based in Moscow and founded in 2002 by Nikolay Dybowski.

Description[edit | edit source]

We wouldn’t go as far as call ourselves artists, but our general philosophy is that games should give players food for thought, not just fun. We’ve been making survival games before it was mainstream. Pathologic (2005) was novel for its time. We’re glad that nowadays gaming has embraced survival—a genre that allows us to put the player in a really uncomfortable situation, not hold their hand on a walk through a theme park. So now we want to help the gaming industry make the next step, fully exploring the potential of survival.

Video games come in such a variety of forms that it is almost impossible to perceive them as a single phenomenon. We are fascinated by games that not only entertain, but also provide food for thought and encourage the player to change for the better.

That is why our favorite genre is survival, and our method of choice is a challenge.

Perception is on its peak when the situation is critical, it is most acute on the edge. That is why we put the players in the dire circumstances and allow them to find the solution themselves.

We don’t like preaching. We’d rather ask questions than give answers.

To us, a game as a dialogue between its developers and the players, and a player is a co-author.

Our job is to set the stage, redefine the laws of the world, introduce the problem, and point out how its core connects with everyday reality. The players do the rest, completing the act by virtue of their unique interpretations.

Each game of ours is an experiment. In most cases they lead to unexpected results — meaning they’re successful.

From the Ice-Pick Lodge website.

Games[edit | edit source]

2005: Pathologic — a story of survival in a self-conscious city struck with an unknown disease. It required a lot of wandering, a great deal of reading and a fluid perspective of events.

2008-2009: The Void (also known as Tension, Russian: Тургор/Turgor) — a story of survival in a monochrome world of the Void where every living thing depends on Color. Every action there was done by drawing, and the hero was represented as a transparent human-shaped vessel.[1]

2011: Cargo! The Quest for Gravity — too crazy even for its creators, this story is set in a word that faced its apocalypse because of the loss of gravity. There you had to drop the flying islands back into the ocean and to convert the submersibles into the aircrafts.

2013: Knock-Knock — a story of a lonely forester haunted by strange nighttime visitors. There you had to analyze the causes of insanity, gradually getting to the understanding of being played with by the rules that differ from the initial conventions.[2]

2015: Pathologic Classic HD — a remaster of the 2005 cult classic. Updated textures, higher resolutions support, new visual effects, brand new in-house English translation, and many other improvements.

2019: Pathologic 2 — a reimagining and modern take of the 2005 cult classic

The Team[edit | edit source]

Ice-Pick Lodge's stuff as of 2016
The developers as they appear in the press kit on Pathologic site
Alexandra Golubeva (Alphyna)
(left the company)
Eli Goren (groan) Nikolay Dybowski
Vassily Kashnikov (Mushroomer) Meethos
(left the company)
Peter Potapov
Ivan Slovtsov Liu Sukhinina Ayrat Zakirov
Masha Khomenko
Anna Orlova (SpaceLaika)
Igor Pokrovsky
CGI animator
Andrey Saraev
Albert Semyonov
Nikita Varnakov
First Mate
Sophya Vasilenko
Igor Zinoviev
The developers as they appear in the credits of Pathologic
Nikolay Dybowski

Head of the Laboratory

Ayrat Zakirov


Peter Potapov

3D Design

Vyacheslav Goncharenko

3D Modelling

Vlad Ermakov

3D Modelling


Art Director


Lead Artist

Irina Kapitonova


Ekaterina Romashkina


Andriesh Gandrabur

Composer/Sound Design

Alexey Bakhvalov

Lead Programmer

Gauhar Aldiyarova


Ilya Kalinin

Art director

The developers as they appear in the credits of Pathologic 2
Nikolay Dybowski

Game Director, Lead Writer

Peter Potapov

Technical Art Director


Art Director, Concept Artist

Ivan Slovtsov

Lead Game Designer, Producer

Anna «SpaceLaika» Orlova

Concept Artist

Alexandra “Alphyna” Golubeva

Narrative Designer, Writer, Localization Lead, Lead Translator, Copywriter

Ayrat Zakirov


Vassily Kashnikov (Mushroomer)

Audio Director, Sound Designer, Music Composer, Post-Production

Eduardas Lukosiunas

3D Artist

Martynas Cesnauskas

Character Artist

Maria Khomenko

Technical Designer, Game Logic Programming Team Lead, Project Manager

Pavel Panfilov

3D Artist, Environmental Designer

Pavel “GoldenGrifon” Fedorchuk

3D Artist

Eli Goren

Character Artist Supervisor

Gintautas Jankus

Character Artist

Maria Zolotukhina (Atenebris)

Concept Artist

Elena Kondrashina

3D Artist, Level Designer, Cutscene Designer

Ekaterina Fedorchuk

3D Artist

Arminas Didziokas

Lead Character Artist

Mikhail Burlakov

Character Animation, Facial Animation

Iva Tatarnikova

Concept Artist

Dmitry Vladimirov

3D Artist

Alexander Teterankevich

3D Artist

Kestutis Rinkevicius

Character Artist

Oleg Filippov

Character Animation, Facial Animation

Igor Pokrovsky

Lead Animator, Mo-Cap Animation

Dmitry Chaurov

Character & Facial Animation, Mo-Cap Animation

Andrei Abramenko

3D Artist

Vassily Ossiysky

Facial Animation

Liza Kleinerman

Facial Animation

Ilya Makarov

First-Person Animation, Character Animation

Ekaterina Borisova

Character Rigging

Igor Surin

Character Rigging

Semyon Shitikov

Facial Animation

Sergey Smeltsov

Mo-Cap Animation

Dmitry Barulin

Mo-Cap Animation

Liu Sukhinina

Mo-Cap Animation, PR Manager

Stanislava Voronova

Mo-Cap Animation

Dmitry Nikolsky

Mo-Cap Animation

Nikita Varnakov

UI Artist, PR Manager, Support

Andrew Saraev

UI Artist, Programmer, Lead Technical Artist

OWL Studio

Additional UI Art


Lead UI Artist

Roman Vlasov

Game Balance Designer

Evegeny Nikishin

System Designer, Level Designer, Data Engineer,

Technical Sound Design

Denis Surdeikin

Quest & Level Designer,

Game Logic Programmer

Daniel Tyomin

Quest & Level Designer,

Game Logic Programmer, Translator

Lina Belova

Additional Writing

Mary Kapkova

Additional Writing

Anna Russ


Igor Zinovyev


Oleg Stepanov


Dmitry Zhebynev


Kevin Snow

Localization Manager, Lead Localization Writer

Bruno Dias

Localization Writer

Laura Michet

Localization Editor

Cat Manning

Localization Editor

Seva Kritskiy

Localization Consultant

Nikolay Ershov


Nikolay Konovalenko


Alice Tomina


Cathé Stepanyants


Aleksandr Kuvshinnikov


Nikolay Balinov

Music Composer

Artem Karassev

Additional Sound Design

Theodor Bastard

Original Music

Kirill Akimov

Additional Sound Design

Sergey Bulatov

Sound Engineer, Foley Assistant

Charly Newar

Additional Music

Egor Korshunov

Recording Organisation

Evelina Novikova

Recording Director

toneworx GmbH

Localization Studio

Wolfgang Walk

Recording Director

Kai Schmitz

Audio Engineer

Robin Beckmann

Audio Engineer

Lorenzo Weck

Project Management

Waldemar Husser

Project Management

Sophia Vassilenko

Chief Operating Officer

Evgeny Leutin

PR Manager

Lewis Denby


References[edit | edit source]