Digital Dragons 2026 - Voivod, When Metroidvania Meets Metal
We met Nicola Piovesan, director and creator of Voivod, the metroidvania with a metal soul

What happens when a film director decides to pour his aesthetic vision into a video game, taking one of the most iconic and dystopian bands in metal history as his muse? The answer lies in the indie area corridors of Digital Dragons, and it has a precise name: Voivod: The Nuclear Warrior.
This ambitious project stems from the intuition of Nicola Piovesan, a Venetian director who moved to Estonia. After directing a music video for the legendary Voivod, he decided to transform the Canadian band's sci-fi post-apocalyptic imagery into a frantic pixel art Metroidvania shooter. A perfect bridge between cinema, heavy music, and game development.

Cinema as a Springboard for Game Development
Q: Nicola, your professional path isn't exactly that of a classic developer. How did you transition from the camera to code?
Nicola Piovesan: Exactly, I started as a director and my background is entirely filmic. I have my company in Tallinn, and the leap into the world of video games happened about six or seven years ago. My first major title, Encodya, was born precisely as an adaptation of an animated short film I had previously directed. There has always been this cinematic thread guiding my approach to development, and Voivod represents the natural evolution of this path, combining directing with my passion for video games.
Voivod: A Lore Born to Become a Game
Q: Let's get into the heart of the collaboration with Voivod. How do you translate the identity of a forty-year-old metal band into an interactive adventure?
Nicola: It all started about ten years ago when I directed one of their music videos. Voivod has a unique peculiarity in the metal scene: their lyrics have always created a complex science-fiction post-apocalyptic world centered on the warrior Voivod. Talking with them, I realized that this narrative universe was already structured and perfect for a video game. Furthermore, Away, their drummer, has always designed their album covers with an incredibly raw, dirty, and impactful cyberpunk and punk style, which provided us with the perfect graphic bible for the project.
Q: And what about the sound experience? Have you kept the original tracks?
Nicola: We've done something even more extreme and fascinating: we are reinterpreting their discography in a 16-bit style. Our composer works closely with the band's guitarist to rearrange the tracks in a retro format, creating a crazy contrast between the harshness of metal and the nostalgia of old sound chips. To complete the circle, Voivod's singer recorded all the protagonist's voices, sounds, and grunts. The fusion between the band and the game is total.

An Atypical Metroidvania at Shooter Pace
Q: With a controller in hand, what kind of game should we expect? How does this aesthetic combine with the gameplay mechanics?
Nicola: The structure is that of a classic Metroidvania with open-world exploration, backtracking, and unlockable abilities to access new areas. However, unlike classic genre exponents that are more focused on melee combat, Voivod is effectively a shooter. The protagonist primarily fights with a rifle.
We have also included a unique mechanic called Deep Strum: the player can give a kind of "strum" to the rifle that releases a sonic tremor capable of revealing secret passages or fragments of past history. Our inspirations blend modern cornerstones like Hollow Knight, Metroid, Blasphemous, and Silksong with the aesthetic of '80s sci-fi comics like Metal Hurlant.
A Lean and International Production
Q: Coordinating a project that combines cinema, Canadian music, and software development requires a complex organizational machine. Are you a large team?
Nicola: In reality, we are a pure indie reality, very lean but highly decentralized. I manage the direction, production, and design from Estonia, but the programmer works from Naples, the pixel artist is in Spain, the background artist is in Serbia, and the Sardinian composer is in Berlin. We are a core team of 4 or 5 people who have been collaborating for years. This allows us to move quickly while maintaining very high quality control over every aspect of the game.

Future Prospects
Q: How is the public responding? When can we expect it on the market?
Nicola: There's a lot of enthusiasm. At other fairs, people who stop to try the demo in the indie area are captivated by this unique short circuit between pixel art, shooter gameplay, and Voivod's metal attitude.
The Steam page is already active. In the coming months, we will release a public demo for everyone, and the goal is to launch the definitive game between December and January, simultaneously on PC and all major consoles.
Q: Nicola, thank you very much. We can't wait to enjoy this interactive film at full volume.
Nicola: Thank you to D, see you at launch!



