Studio Nekki has published a new issue of developer diaries dedicated to the plot of the action game SPINE. In it, screenwriter Svetlana Stakhneva spoke about the difficulties the team faced and what was done to tell the story. We have prepared for you a free retelling of the article in Russian
Inspiration and themes
Inspired by the works of Tarantino, The Matrix, Equilibrium and the John Wick series, the creators of SPINE asked themselves the question: what if they were not just spectators, but participants? What is it like to be a badass movie hero, winning brutal battles and participating in cinematic shootouts? Not just shoot cool guns and hit bots in the face, but actually participate in the film. That’s why the development team strives to tell a true action story in the world of cyberpunk, drawing inspiration from the best examples of the genre – from the original Blade Runner and Ghost in the Shell to Black Mirror.
The main theme of SPINE is the impact of technology on society. The game’s world is dystopian and reflects their conversations around the table about how AI will change life. Can he be trusted? How will the state react to the inevitable changes? No one will give ready answers, but the creators will give players something to think about, immersing them in a world where these questions are an integral part of the plot.


World creation
The creators of SPINE strive to depict a realistic dystopian future, where technology is firmly entrenched in everyday life, and a dictatorship tries to hide behind a colorful but false facade. They develop the idea that technological progress does not carry a negative connotation.
Problems begin when the wrong people take advantage of technology. That is why the world of SPINE, despite technological progress, is drowning in violence, where everyone fights for survival every day. Each element of the world, be it a high-tech area or an abandoned slum, tells its own unique story of rise and fall, reflecting the complex relationship between people and technology.


Characters and their motivations
The main idea of the artistic direction is contrast. The team adheres to this principle in the storytelling. Redline, the main character, embodies fears and hopes. Her relationship with the tactical combat implant Spine serves as a metaphor for trust in technology and artificial intelligence. This dynamic is seen throughout the story, allowing players to see how technology can be both an ally and an enemy.
On the opposite side is Tensor, the artificial intelligence that controls the city. This character is the quintessence of the fear of technology that can get out of control. But Tensor is not alone – he is ed by the cruel dictator Judge, who is ready to do anything to maintain power. These characters are not just antagonists, they reflect the fears and problems of the real world. But this is just one interpretation. Some might say that Redline is a true red line of resistance in a world dominated by a gray, bureaucratically boring Judge, and that is no less an apt description.
SPINE characters are real people whose traits and motivations are taken from real life. The development team hopes this makes them easily recognizable and creates a deep emotional connection with players.


Plot and narration
The creators of SPINE aim to create an exciting cinematic adventure where players can become action heroes. The gameplay is entirely focused on fast-paced action scenes, but elements that give the game a “movie” feel also play an important role. Let’s look at how they do it:
- The camera and its role. The camera doesn’t just capture action, it conveys emotion and complements the story. It is important that her behavior makes sense and complements the scene. For example, an important moment in a game might be emphasized by a camera that slowly zooms in on the main character, creating tension. Or the camera can follow the character to show their inner world and emotions.
- Light and color. Lighting and colors also play an important role in the game. They convey the atmosphere and feelings of the main character. For example, dark tones and cool colors can create a feeling of anxiety or danger, while bright light can create a feeling of joy or hope.
- Level design. The environments and level design also tell their own story. Locations can make it difficult for the hero to move through them, creating tension and a sense of loss. For example, the heroine may get confused in a maze, but the player cannot see the end of the path.
- Music and sound. Sound accompaniment is also important. The music can be tense and tense, emphasizing the events on the screen. Environmental sounds – the noise of trees, the hero’s steps, the sounds of battle – also create an atmosphere and deepen the impression of the game.
- Bosses and key moments. Bosses are the icing on the cake. They create powerful emotions in players. For example, a boss fight can be epic and exciting, and the music and visuals only enhance that experience.
The creators use all the tools and techniques to create a powerful and captivating narrative that holds your attention while still having exciting cinematic action at its core. That’s why they chose a linear story in SPINE, which gives them more control over the development of the story and the player experience.


Dialogues and interaction with players
In SPINE, dialogue is more than just a way to convey information to players. They also serve as a reflection of the characters’ personalities, social status, and beliefs. The development team strives to keep dialogue short and informative so that it does not slow down the pace of the game. At the same time, they fill the dialogues with emotions and humor characteristic of each character.
For example, Capo, one of the mafia leaders, has a bright personality. His love of music, fine art and performance makes him an interesting conversationalist. He doesn’t always speak directly – his metaphors and occasionally ungrammatical speech are associated with his past, because he grew up in the slums. Capo behaves as if he is on stage, and his voice is melodious, because he is a singer and actor at heart. His intelligence and unconventional approach make him an important figure in the mafia, although his gang does not always understand him. Sometimes he has to switch to simpler language, but he can always suddenly quote a song or add a touch of theatricality to a conversation.

Problems and solutions
Developing a narrative for SPINE is an ongoing challenge. Creators must consider many factors, from the requirements of other departments to technical limitations. This is teamwork, where each idea goes through many stages of discussion and refinement. This sometimes leads to compromises, but ultimately helps create a richer, more engaging story.
The authors encourage all team to enrich the narrative, such as asking character artists to come up with their own additions to the characters during the concept art development stage. Thus, the narrative, like a ball, jumps from one person to another, gaining new life, filling with details and emotions. With the right direction from the team, the narrative begins to shape the game’s unique identity and draws players deeper into the world. The creators also began working with the community, asking for their opinions and involving them in creating the game.
Future and development of storytelling
The developers are planning to expand the SPINE universe. Right now the team is completely focused on the game itself, but we are promised many projects in the future, including the web series SPINE: Bullet Dancers. A partnership with Story Kitchen this year also promises to expand the SPINE universe, with a film adaptation of the game looming on the horizon.