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HSE University Presents Game Engineering Innovations at Moscow International Video Games Week

HSE University Presents Game Engineering Innovations at Moscow International Video Games Week

© Agency of Creative Industries under the Moscow Department of Culture

HSE University recently participated in a key 2025 gaming industry event, the Moscow International Video Games Week (MIVGW). HSE MIEM took part in several formats, hosting an open day for its online Master’s programme ‘Digital Engineering for Computer Games’ and a workshop ‘Gamedev Automation: How AI is Changing the Approach to Virtual Simulation Design.’ Furthermore, the ‘Game Engineering and Interactive Systems’ workshop and indie studio Bear Head Studio showcased their new game engine—the Claw Engine—at the exhibition area at Skolkovo. Experts of the HSE Faculty of Computer Science joined in panel discussions.

Moscow International Video Games Week brought together professionals, investors, publishers, educational institutions, and aspiring developers. The business programme addressed the export of Russian games, staff training, the role of universities in industry development, and new tech trends from AI to production automation. This year’s partners included the Institute for Internet Development (IRI), the Moscow Venture Fund, Buka, MTS Fog Play, the Videogame Industry Development Organization, Rostelecom, Cyberia Nova, Sber, 1CGS, and other organizations supporting the gaming market and technological entrepreneurship.

Ilya Semichasnov (left)
Personal archive photo

‘Participation in MIVGW is an excellent opportunity to not only showcase our projects but also establish a direct dialogue with the industry,’ noted Ilya Semichasnov, Director of the HSE MIEM Centre for Project Development Management, Academic Supervisor of the online Master’s programme ‘Digital Engineering for Computer Games’ and Head of the ‘Game Engineering and Interactive Systems’ workshop. ‘We want our students to tackle real market challenges during their studies and see if their solutions meet the needs of studios and publishers.’

On November 27, 2025, MIEM hosted events for school students, university students, and applicants interested in pursuing a career in the gaming industry. Participants learned about current AI technologies in game development, the growing demand for field specialists, and the competencies developed in the online Master’s programme ‘Digital Engineering for Computer Games.’ A separate workshop, ‘Gamedev Automation: How AI is Changing the Approach to Virtual Simulation Design,’ demonstrated with existing project examples how algorithms accelerate prototyping, simplify complex system configuration, and collect game analytics.

Valeria Nemna

‘It is crucial for students to see that AI in gamedev is not an abstract theory but rather very specific pipelines and tools that save months of development,’ emphasised Valeria Nemna, Deputy Director of the Centre for Project Development Management and head of the technological section of the ‘Game Engineering and Interactive Systems’ workshop. ‘At the open day, we showed how these approaches are integrated into the workshop’s projects, from simulations to content generation and test automation.’

Personal archive photo

From November 28 to 30, at a booth at Skolkovo, the ‘Game Engineering and Interactive Systems’ workshop team presented an open version of the Claw Engine, developed over two years in partnership with indie studio Bear Head Studio. Version 1.2.0 of the engine was released for free installation on the project’s website this autumn.

The Claw Engine is a program for creating 3D games and interactive projects on Windows. It allows users to easily add models, images, and other resources, and develop custom game logic. The latest version features improved physics, enabling realistic real-time collisions, falls, bounces, and object interactions. It includes new tools for landscape editing, visual effects (like smoke or sparks), and environment elements. The developers have also enhanced the automatic world-creation tools, allowing users to quickly adjust the terrain, add details, and even simulate local weather effects.

Dmitry Kovalenko

‘Gamedev has become a steady and confident part of education and project work at MIEM,’ said HSE University Vice Rector and MIEM Director Dmitry Kovalenko. ‘Two years ago, we launched the “Game Engineering and Interactive Systems” workshop, which evolved from several student projects united by the idea of creating a single product. This academic year, we launched the Master’s programme “Digital Engineering for Computer Games.” The gaming industry, like no other, responds instantly to audience demand, so having our own popular products is a significant achievement we are proud to present.’

Personal archive photo

HSE students—the workshop participants—actively manned the booth and demonstrated the Claw Engine. They showcased the engine’s features, explained how its systems worked, and collected visitor feedback.

Grigory Morozov

‘Showing an engine you’ve been developing for a year to both professionals and beginners immediately reveals what works well and what needs improvement. Sometimes a random passer-by finds a bug the testers missed,’ said Grigory Morozov, a workshop participant and HSE MIEM student. ‘Such moments provide real-time feedback and highlight potential user pain points, motivating us to improve our product.’

Vladimir Nikitin
© Agency of Creative Industries under the Moscow Department of Culture

According to Vladimir Nikitin, Deputy Head of the ‘Game Engineering and Interactive Systems’ workshop and Manager of the Centre for Project Development Management, participation in MIVGW was an important step in building a partnership.

Ilya Semichasnov participated in the MIVGW business programme as an observer for the Association of Professionals in the Operation and Game Development Industry (APRIORI). The association has concluded strategic agreements with Chinese companies Lewan Games, Arity Limited, and Huamin Group for mutual game promotion in Russian and Chinese markets, project localisation, and joint digital economy initiatives.

‘Accessing international markets is impossible without such industry unions as APRIORI,’ Ilya Semichasnov emphasised. ‘For universities, participation in these agreements means new career tracks for graduates and opportunities to attract industrial partners to educational programmes, project work, and internships.’

Ilya Semichasnov also joined the round table ‘Investing in Talents: Education and Universities in Gamedev,’ focusing on systemic approaches to staff training, joint programmes between universities and companies, and practice-centred education and internships. Marina Belyaeva, Manager of the Centre for Project Development Management and Head of the Visual Communications Unit of the ‘Game Engineering and Interactive Systems’ workshop, spoke at the round table ‘Not Gamedev but School: How to Create an Environment Where Employees Grow with the Project.’ Experts discussed building a culture of continuous learning, balancing deadlines with employee development, and positioning organisations as spaces for professional growth.

‘Online Master’s programme “Digital Engineering for Computer Games” and the HSE MIEM “Game Engineering and Interactive Systems” workshop are open to applicants and partners interested in joint projects at the intersection of education, science, and the gaming industry,’ Ilya Semichasnov concluded.

Denis Pozdnyakov

 

The ‘Software Engineering of Computer Games—PIKI’ project group from the HSE Faculty of Computer Science also participated in the event.

PIKI’s leading expert, Denis Pozdnyakov, spoke at the panel discussion ‘Gamedev Professions 2025: Who is Currently Sought After,’ detailing key industry roles, employee tasks, and applicant requirements.

Head of the PIKI group Olga Maksimenkova moderated the panel discussion ‘Indie Way: How to Assemble Your Team and Release Your First Game,’ where experts discussed building reliable teams, assigning roles correctly, and finding resources to realise plans.

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