Pitfall. Asteroid. SMW. Super Castlevania. Double Dragon. Super Metroid. Chrono. Earthbound. Doom. Resident Evil. ToZ:OCC, Golden Eye. Metal Gear, Smash Bros. Fallout 2. Feels good, doesn’t it? My collection expanded quickly past that point but that’s my childhood in a box, in the small town of Sept-Iles, Québec.

Fast forward to april 2015, Québec City. We’re almost there. Me and my band of warriors have been working ten years for the biggest game developpers and ate experience. Ubisoft, Activision, Disney… We’re looking at the fresh green buds that sprout out of the branches of trees in compliment to spring’s sun, and we know now is the time. We have the vision. Our plan is ready. Let’s get beyond most classical Hollywoodian techniques of video game narration, and make world systems that create their own story. All wrapped around brutal action gameplay and, at the very least, local multiplayer. To us, the best gaming memories were unscripted, the result of pure discovery and emerging gameplay. Since then, we always felt that games were never given enough air to breath, and be all they can be. This has nothing to do with being huge, but all to do with being deep, and having character.

- Gropwel

The very first concept art for Hellpoint, created by the very talented Dmitry Timoshin.