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Interview with Mortal Shell 2’s cinematic artist

Last updated on August 19, 2026

A few weeks ago, I had the opportunity to talk to Natalia Shestakova, the cinematic animator of the game Mortal Shell 2, which was recently released in Early Access and for which I wrote an amazing review.. you know what they say, a good text for a good game.

In the conversation I had with Natalia, I managed to ask her 9 questions about her experience at the Cold Symmetry studio, but also a few stories about her expectations for this game.

Question 1

      Considering you’ve worked on the game, what are your expectations for it?

      Answer

      Interviewee –> I worked at Cold Symmetry for about a year on cinematics. So at this point I’m honestly in the same position as everyone else I’m waiting to finally sit down and play it properly. I know how much care went into this project, and that’s exactly why I can’t wait for it! Dark fantasy Souls-like, what could be more interesting, I just can’t wait to put my hands on it.

 

Question 2 –

    What attracted you in the first place to start working on this project?

      Answer

      Interviewee –> To be honest I was a huge fan of the first Mortal Shell. It had such a distinct vision and identity, you could tell within seconds that it wasn’t just another soulslike, but something made deep from the heart.

My husband and I were both waiting for that game, and I remember thinking almost immediately that I’d love to work on a sequel one day. So when the opportunity came, there wasn’t really a decision to make.

Question 3 –

    What are the main inspirations about the game’s cinematography?

      Answer

      Interviewee –>

The direction came largely from Vitaly Bulgarov, and he pushed for something grounded rather than over the top. The idea, as I understood it, was that everything happens right next to the player you’re standing on the same level of existence as these bosses, there is no hierarchy of power, only  you and the enemy, looking at each other as equals.

In practice that shaped a lot of animation decisions. You keep the weight honest, you resist the heroic silhouette, you let a pose settle instead of punching it up.

Grandeur in this game doesn’t come only from spectacle it comes from sorrow, pain, and very ordinary human suffering. That’s a harder thing to animate than a big epic beat, and it’s the part I found most interesting and what’s certainly vibing with me.

 

Question 4 –

  Do you think this game will perform better than the prequel?

      Answer

      Interviewee –> I think that the first game did the hard part: it found its audience, it helped to understand what works great and what needs to be refined and rebuilt. And speaking personally, the first game was already a long-awaited, beloved project for me, so I have no doubt that Mortall Shell II will find a place in heart of everyone who plays it.

Question 5 –

  I did play a good bunch of the demo and loved it, can you tell me some insights about it?

      Answer

      Interviewee –>

I had an amazing time with the demo and all I can say that it feels fantastic to experience the game as a player after working on it for a bit. It feels different and nice at the same time.  I worked on the Tar Golem and on Magdalena. The Magdalena cinematic is still one of my favourite things I’ve been part of there’s a very unpleasant little detail involving the child that unsettles me to this day, in the best possible way. It’s a bold choice, and I think that kind of boldness is exactly what will surprise players.

 

Question 6 –

Were you surprised that the studio was going all in for the sequel?

      Answer

      Interviewee –> Not at all. This project clearly means a lot to Cold Symmetry on a personal level. Going all in on it is basically believing in your own child and giving it the chance to shine. It would have been stranger to do anything else.

Question 7 –

If there is any upcoming game that could rival this one, which one would it be?

      Answer

      Interviewee –>

I don’t think Mortal Shell is really competing with anything. It’s carved out its own niche in terms of setting and feel, and it delivers something no one else is offering right now. If you’ve been waiting for exactly this, no other release is going to scratch that itch.

 

Question 8 –

Do you think the game is releasing in a bad timeframe? .. considering August-October are very stacked months.

      Answer

      Interviewee –> Honestly, I’m not sure “bad timeframe” really exists. People who love souls-likes will play Mortal Shell regardless of what else is out that month. That’s the beauty of us all being different: there’s absolutely a group of players who’ve been waiting for this specific game and will push everything else aside to enjoy it.

Question 9 –

How were “Cold Symmetry” as a team and studio?

      Answer

      Interviewee –>Wonderful! It’s a small studio full of incredible professionals and just genuinely nice people. In that one year I learned an enormous amount as the density of knowledge and craft there is absolutely remarkable.

The biggest privilege for me was working under the supervision of animation director Peter Starostin, a phenomenal animator with tremendous experience behind him, I learned so much from him. One of the best things about this industry is that you never really say goodbye as you never know when your paths will cross again with people you care about.

I’m glad our guest agreed to this interview and we hope everyone will give this title a try, especially now that it’s released.

Thanks to Cold Symmetry and Playstack for the review code and interview.

 

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