

A 2D management-strategy game set in a dark fantasy world.
Now you are Khelm, leader of the Hunters' Guild. Form squads, take on monster contracts, develop your hunters, build relationships with factions, and determine the future of the Guild.

Production
As a producer, I prepared the project for festivals, competitions, and playtests. I presented Hunters' Guild at Big Dream Fest, Game Future Fest, IGROPROM, as well as at pitches and meetups with prototype.indie. It was important for me to introduce us and our project, at least within the local Russian indie scene.


IGROPROM helped us capture the attention of streamers; about ten creators showcased the game. Furthermore, at Game Future Fest, we received an award in the «Best Game Graphics» category.
I also organized playtests, gathered player feedback, and sought out industry experts for team consultations. My responsibilities included purchasing the slot on Steam, setting up a developer account with VK Play, preparing promotional materials, engaging with gaming communities, and driving project promotion on social media.
Project Management
My responsibilities included setting and overseeing task execution, conducting weekly sync-ups, preparing follow-ups, and coordinating team efforts.
We worked in sprints and discussed progress, emerging issues, and the next steps in development every week.
I made an effort to promptly handle staffing issues and find replacements if someone dropped out of the development process. For example, I conducted five interviews to find a new narrative designer.


Sound Design
I wrote the technical specification for developing a sound manager, sourced and integrated audio assets into the game engine, and also composed the game’s soundtrack.
The main menu music was intended to immediately immerse the player in the world’s tense atmosphere. Consequently, the composition became oppressive and chaotic: it incorporates noise elements, bell sounds, sharp accents, and prolonged ambient passages. The track lacks a strict structure and was recorded in a live improvisation format, which allowed for a feeling of unpredictability and anxiety.
For the main gameplay phase, I created a more dynamic and energetic soundtrack. The composition utilizes violin samples, original vocal parts, and ambient background sounds that emphasize the game’s setting. The music is designed to maintain player engagement and evoke the feeling of a living, constantly evolving world.
