Management


Yurchenko Vladislav
Art Director, Lead 3D Artist, Lead Tech Art
An object of worship in Vladislav's eponymous cult. He contributed to the development of Microsoft Flight Simulator 2020 and Half-Life 2 RTX. He founded DEREVO Games to develop the space-immersive horror game Atrium Malum. Assemble a massive LEGO object from hundreds of thousands of pieces, only to disassemble it all the next day? Challenge accepted!

Vladislav Vorona
Game Director, Tech GD
If a player wants to suffer, then they should suffer! If they want to ruin the game, then let them! Let players choose how they want to play our games! © Vorona

Mary Ellariss
PM Lead
Sweet on the outside, crazy on the inside. After every workday, she searches online for victims to shoot off their heads. Cryptocurrency businessman and soul seller.

Ustinova Ksenia
PM, 3D Artist
Coordinating project workflows, I always genuinely connect with team members and am glad to find common ground with interesting people. A 3D artist, I have collaborated with the Tretyakov Gallery and other major museums in the field of inclusion, creating tactile exhibits. Practicing digital visual artist.
3D

Nikiforovich Anton Sergeevich
3D Artist
I specialize in creating vehicles, mechanisms, and environmental props. To me, every asset is not merely geometry, but an element of the scene's visual language. I strive to ensure that vehicles and props do not simply fill space, but rather contribute to the atmosphere, support the narrative, and help the viewer or player interpret the context without the need for explicit cues.

Smolentsev Maxim
3D Artist
I love real challenges! I enjoy modeling Hard Surface, especially sci-fi themed ones, but at the same time, I'm interested in trying and learning new things. I'm a fan of Paradox Interactive's contour maps.

SЫno4ek Nikita
3D Artist
I love creating models, improving my skills, and perfecting every detail to the point of being "just a little bit more and it's perfect." Between working on the bobber, I sometimes chew on wood to maintain my creative spirit and return to the project with a renewed energy.

Uvarova Ella
3D Artist
The environment is a silent storyteller. It conveys emotion and story more powerfully than words. I specialize in developing 3D game environments, props, and materials. My goal is to ensure that every object in the frame contributes to the atmosphere.
2D

Ksenia Tsvetkova
Lead, 2D Art, 2D Concept
Graphic artist, illustrator, concept artist. Over ten years in the arts: from my own horror novel and alternative film poster to environmental concept art. I've collaborated with galleries and museums, and now work on games. I'm inspired by nightmares and cats.


Melita Pilunts
2D Concept, Sound designer, GD
I help shape the project's artistic direction, creative concepts, and visual references for characters and locations. My primary work is as a sound designer and composer.
Development

Chinese Vyacheslav
Lead, Programmer, DevOps
All Letiga Meme believes that when developing Bobrunker, it was necessary to make a horror film.

Inkris Rostik
Programmer
Perhaps someday geese will take over the world and start making horror of unrealistic proportions.

Meme Vladimir
Programmer
I always believe that more and better things can be done. Therefore, I will always be critical of the results.

Sergio Kraevoy
System Administrator, Information Security
Master of Access. Raised by hackers. Immunized against government service. Devoted to Warhammer—for the glory of the Emperor! The Emperor Protects! Deus est Machina!
Game Designer

Dikarev Evgeny Yuryevich
GD, 2D Art
More than drawing concepts, I love playing games and coming up with ways to improve them.

Kan Murad
GD, UI|UX, VFX
I am a disciple of the Legendary Sannin, the Toad Tamer of Mount Myōboku, the Red-Maned Hermit, and the Great YouTuber! A UX/UI designer wandering the lands of game development, mastering the art of interfaces, studying the ancient scrolls of Unreal Engine, forbidden VFX techniques, and the secret art of shadow cloning deadlines. I follow the path of the Sage of the Six Pipelines to achieve enlightenment in game development.


Vladimir Blem
TECH GD, LD, VFX
I create game rules, invent and update game worlds to match them, and then I polish the effects to make everything look better together. I love playing and developing games, as well as learning new and interesting things!
lvl

Savula Danila
lvl designer
I create game worlds you want to return to. I've been in game development for two years. I work on the logic and visualization of game spaces, as a level designer and level artist.
Marketing

Filatov Konstantin
Lead SMM
An analyst and strategist, but not yet a billionaire. As an avid history buff, I read numerous books on the subject in my free time.

Rochev Mark
SMM, video editing
Since 2022, I've been randomly tapping my fingers on the keyboard, stringing letters together to form sentences. I create brain-twisting memes for the public's enjoyment. I write articles about games and movies. I do social media marketing. I've worked with numerous organizations, including a comic book publisher. I'm a master of marketing, but I'm a drowning in games.

Vincent Masha
SMM
I love beautiful pictures, so I actively try to incorporate them into your lives. After a tough workday, I fill my head with schizotheories, including those about games.
Narrative

Darya Kosagovskaya (Smirnova)
Lead Narrative Designer, Screenwriter, Writer
More than 5 years in the gamedev industry, Ive been making stories and characters that players keep coming back to. Im really into creative and logical tasks, teamwork and results. New knowledge and exciting challenges inspire me. I take pride in the screenwriters who are growing and progressing under my leadership. Besides my main job, I write stories and novellas. I was a finalist in the “Paper Elephant” and “Footprints in the Snow” competitions.

Elvira Fel
Narrative Designer, screenwriter
Learning to turn the chaos of my thoughts into words. Sometimes you just have to drop everything and chase your dream <3

Gilfanov Azat
Narrative Designer, Writer
A writer and narrative designer with some experience under my belt. I even know the difference between the two. Over time, I’ve mastered the skill of not just putting words down, but also knowing exactly when it's better not to write them.

Ishchenko Artem
Narrative Designer, screenwriter
The more I study development processes, the more I recognize the similarities between the two industries, which is both striking and inspiring. I work on the narrative side of the studio’s projects—an experience that allows me to think about characters and the audience from a completely different perspective than in film.
Sound

Alexey Loginov
Sound designer
Sound Engineer, Sound Designer, Voice Director, Editor, Motion Designer, Composer, Photographer, and many more scary words. Or just a very humble person. And a sweetheart. Self-taught. 24 years in sound, from live sound engineering to post-production. He began his career in sound design with Moment of Tanks sketches for Wargaming. Since then, he's voiced numerous animated films, TV series, trailers, and a couple of games. Altogether, he's created over 6 hours of video. I love studying, cycling, and sleeping.

Balabukha Andrey
Сomposer-Arranger, Sound Designer
A sound designer wandering through frequency waves, who has mastered the forbidden techniques of synthesis. Using major and minor, they can make you weep over the texture of a pixelated bush. Extracting soundtracks directly from coffee grounds and the astral plane, packing entire orchestras into just three notes. Masterfully hiding pain behind beautiful melodies. Hobby: searching for the perfect tempo for sleep (roughly 0 BPM). Inspired by insomnia, the texture of night silence, existential dread, and the screams of a neighbor’s cat that perfectly hit the key of D minor.

Torton Maxim
Foley, Sound Design, Game Audio, Music, Audio Integration
I'm interested in everything that makes sound come alive: footsteps, materials, space, music, system response. I work with Foley, game audio, and technical implementation. I try to seek out sound where it's born. Sometimes inspiration comes not only from a sample library, but from an old factory, an empty building, or a long corridor, where footsteps, air, and metal tell their own story. For projects, I often seek out spaces that are atmospherically close to the game world—I observe, record, and collect textures and details, which are then transformed into Foley, sound design, and atmosphere.
