Engine for Game Development Created at HSE University
The ‘Game Engineering and Interactive Systems’ workshop team of the HSE Tikhonov Moscow Institute of Electronics and Mathematics (MIEM) invites everyone to participate in testing the Claw Engine, the first version of their game development program. This new tool allows for processing three-dimensional images and programming one’s own scripts.
In the future, the team plans to add even more features, including neural networks, which will make the process of creating games easier and faster for beginners in development. To learn more about the features of the Claw Engine, please follow the link.
The Claw Engine aims to replace the imported game engines that have left the Russian market, thus automating routine tasks, optimizing the game creation process and simplifying not only game development, but other interactive applications as well. The engine is accessible to both novice programmers and experienced game creators: an intuitive interface and a low-code approach are provided for beginners, while pros can use C# programming language for a more detailed project implementation,’ explained Ilya Semichasnov, head of the ‘Game Engineering and Interactive Systems’ workshop.
Around 50 students from MIEM and other HSE faculties have been working on the engine for over a year. MIEM graduates Vladimir Nikitin and Vasily Makshanchikov, along with HSE Computer Science graduate Nikita Bazhov, are helping Ilya Semichastnov to manage and develop the project.
‘Our small indie studio includes highly motivated students, with achievements so impressive that I can hardly put it into words: such dedication is rarely found even in large companies,’ said Vladimir Nikitin, Head of the Claw Engine.
‘A lot of people were involved in the project—there was a large staff turnover. During the development process, we strayed from the original idea and restarted the projects several times. But despite all the challenges, we made it to the first release,’ says Nikita Bazhov, technical director of the Claw Engine.
‘Developing game engines is difficult. Many indie teams have tried to create their own engines, but often failed to finalise development and find their target consumer. We are an inexperienced, yet bold and dedicated development team that was brave enough to take on a project of such complexity. We finally reached the first checkpoint we successfully designed the basic architecture for our engine and implemented basic functionality for users. And there’s more to come,’ announced Artem Sapozhnikov, lead architect of the Claw Engine project.
The ‘Game Engineering and Interactive Systems’ workshop has opened registration for the TechnoForge hackathon dedicated to developing games and plugins for the Claw Engine. Registration will run until November 13, with the event taking place from November 14 to 26.
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