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'My Dream Is for Game Development to Become a Distinct Scientific Field'

Ilya Semichasnov

Holds a specialist's degree in Cyber Security from HSE University. Director of the Project Management Centre at the HSE Tikhonov Moscow Institute of Electronics and Mathematics. Successfully completed the Game Development Faculty training programme at Geek University.

Ilya Semichasnov initially planned to focus on cyber security but discovered greater potential in game development. In this interview with the HSE Young Scientists project, he discusses Bear Head Studio—an indie studio run by students, the corporate culture of humility, and playing airsoft as a way to prevent burnout.

My Journey into Science

When I enrolled in the Cyber Security programme, I expected to learn how to become a hacker and break into 'pentagons.' However, my childhood dream was shattered by the harsh reality that hackers are actually highly skilled software developers with a deep understanding of fundamental mathematics.

During my studies, I quickly realised that the cyber security market was already well-established at the time, and anyone looking to enter it needed comprehensive expertise and a strong team. I then decided to explore a different field: computer game development. I enrolled in the Game Development Faculty at Geek University, which provided me with hands-on experience in creating interactive applications, while HSE MIEM equipped me with a strong foundation in mathematics.

In my fourth year, I met Professor Alexander Belov, Head of the School of Applied Mathematics at MIEM, who was considering ways to popularise applied mathematics and concluded that computer games would be an effective medium for this purpose.

At that time, a project management centre (where I am now the director) was established within MIEM, and Professor Belov suggested that I organise a project and recruit a team of students to lead. That's how it all started.

What is Bear Head Studio

After the first year of working on projects, I founded Bear Head Studio, a student-run indie studio that develops games and brings them to market.

We adopted an individualised approach, constantly brainstorming new ideas, organising game pitch sessions to help students unwind emotionally, and striving to show them that their efforts were meaningful.

The main goal of our studio is not to revolutionise the industry but simply to create functional systems and applications that our users will love. And now our students receive closer attention from potential employers, as their skills are in demand across a wide range of fields.

Photo: Mikhail Dmitriev / HSE University

Why I Prefer Working at University rather than in Industry

Like many students, I used to aspire to work for a company. However, I changed my mind after observing how companies grow and how they treat their employees. Businesses prioritise profit and often foster a culture of humility, where they can tell you that your idea won't be pursued, and you must stop. This doesn’t exist at university.

Our Research Focus

At MIEM, our studio is called the 'Game Engineering and Interactive Systems' workshop. It operates as part of the Engineering and Mathematics School at HSE MIEM. The main difference between a workshop and a laboratory is that a laboratory reports on its scientific results, while a workshop reports on its products. Since we are free to pursue science in a non-traditional sense, we can experiment while creating our own products. By 'we,' I mean the 123 students in the workshop and myself.

Our work primarily focuses on three areas: computer graphics optimisation algorithms, asset generation algorithms, and artificial intelligence. We often publish in foreign journals.

Photo: Mikhail Dmitriev / HSE University

I enrolled in a doctoral programme after a two-year break. Specifically, I chose the programme in Systems Analysis at the Doctoral School of Technical Sciences and specialise in Computer Modelling and Design Automation.

I have not yet decided on the topic of my dissertation. The main consideration for me is that my dissertation should not only be an academic work but also a tangible product. I want to show that scientists are not just individuals who receive symbolic funding from research institutions. Scientists can—and should—address market problems. My dream is to create a procedurally generated game loop. However, the topic is quite complex and may take much longer than the typical duration of a doctoral programme. For now, I know that my dissertation will focus on game development and, definitely, artificial intelligence, but I have not yet decided on a specific topic.

Achievements We Are Proud Of

Our greatest achievement is having developed our own game engine, Claw Engine, from scratch. In addition, there are several smaller but rewarding accomplishments. For example, we wrote a scientific article explaining how we developed an automatic optimisation system for polygonal grids based on our own LOD (levels of detail) technique. We plan to further expand it into an international publication.

Another article focuses on location generation, specifically the effective use of noise algorithms for procedural terrain generation.

We successfully trained the first agents according to our parameters within the shooter game cycle. Currently, the model can be run via the console, but this is not suitable for end users. We hope to integrate it into an engine within a year. There are no scientific articles on this topic that describe similar methods and principles, making this our key achievement at the moment.

Photo: Mikhail Dmitriev / HSE University

Why We Developed Our Own Game Engine

Over the past 15 years, there has been little change in game engines regarding the approach to game development. No one wants to focus on this because it seems pointless and expensive. However, it is needed. In 2022, realising that we wouldn’t find funding for this elsewhere, we decided to create our own engine. We are still working on it. On August 15, we announced a closed release of the Claw Engine alpha version. One of the modules we have been working on for over three years is location generation. We first started creating it under a contract with SberGames, and now it is a fully developed tool and one of our engine's main features. This module can be useful in both games and films. The next step in developing the location generation module is implementing dynamic weather conditions. 

My Dreams

To be recognised by other scientists. My dream is for game development to become a distinct scientific field. But this will likely never happen because we lack a clear object of study, making it impossible to define as a scientific field. Perhaps one day, philosophers, psychologists, and other humanities scholars—non-techies—will accomplish this.

Science is the process of introducing something new. With each new scientific task, you are reborn as a specialist.

Being a scientist means placing yourself in the most hellish and uncomfortable conditions and then finding your way out of them.

The great thing about science is that you can continually develop without much regard for external factors (geopolitical, resource-related, or human). A scientist will never sit idly; they will always find something to do.

Science in game development is about proving that it is, indeed, a science. In the field of cybersecurity, however, science is a battle of minds: it's a competition to see who can create a better technology, whether it’s one that steals money or protects it, for example.

Who I Would Like to Meet

Hideo Kojima, a Japanese video game designer. I wish he would tell me how he became such a genius. He is constantly coming up with new and unconventional ideas. It is creative individuals like him who drive the industry forward.

Whether I Have Experienced Burnout

I have experienced something similar; it happens when you start asking yourself, what's the point of it all. This usually occurs when you've been working on something with your team, and then plans get disrupted and deadlines need to be extended. Or when the great idea you have in mind is technically impossible to implement with the resources available to you, and no additional resources are forthcoming.

Then you need an emotional release—whether it's playing video games or participating in airsoft. I am also very sociable and enjoy interacting with others. It helps me realise that my problems are not as significant, and that solutions are possible. As a result, I don't experience burnout in the traditional sense.

Photo: Mikhail Dmitriev / HSE University

My Interests Besides Science

I play tennis. This is a family sport. My father has been playing for almost his entire life and taught me. Later, I taught my wife, so now I have someone to play with.

I also love airsoft—it reminds me of the games I've been playing all along, but in real life. Airsoft provides an all-round workout, energising the entire body.

Photo: Mikhail Dmitriev / HSE University

Advice for Budding Scientists

Don't focus on money. Science is primarily about long-term personal development and the growth of your character. It is also an opportunity to constantly engage with cutting-edge lines of thought. If you choose a large salary in a megacorporation, there is a risk of eventual stagnation. A scientist, on the other hand, does not face such problems. Moreover, a good scientist can thrive both in academia and in industry.

My Favourite Place in Moscow

Vinzavod at Kurskaya. I'm a tech guy, and I love old brick factories that aren't actually old—they just have that appearance. This building also houses modern art, and I really enjoy viewing it and feeling connected to something greater.