Hi DEV! I'm Roman, and I build games and experimental software under the name byGagarin.
This isn't a polished studio announcement. It's a place to document the work: what I'm building, what breaks, what gets fixed, and what I learn along the way.
What I'm working on
Hollywood Massacre
Hollywood Massacre is a browser-based action shooter. The fun part is chaotic combat; the less glamorous part is making that chaos run well.
That means thinking about enemy behavior, level flow, performance when the screen gets crowded, asset loading, audio, and all the small problems that become very visible once someone else plays the game.
I want to write about those decisions rather than pretend every iteration is a breakthrough.
Gagarin Panorama Studio
I'm also building Gagarin Panorama Studio, a tool for making interactive panoramic games.
The idea is to turn connected spaces, objects, events, sounds, and scripted sequences into something playable without having to rebuild the same systems for every project. It's an ongoing experiment in what a compact game-making workflow can look like.
Some of the most interesting problems have been practical ones: exporting a game, keeping project data editable, handling events, and making sound feel like it belongs in the space.
Other experiments
There are more ideas in progress, including atmospheric horror and lightweight software tools. Some will become finished projects. Some may stay experiments. I'll distinguish between the two.
What I'll post here
This blog will be a development journal, not a stream of press releases.
Expect posts about:
- Building and iterating on indie games
- Browser-game performance and asset optimization
- Gameplay systems, tools, and editors
- Bugs, bad assumptions, rewrites, and what actually fixed them
- New builds and changes worth showing
I'll try to include specific examples and actual development results. If something isn't working, I'll say so.
Follow the work
The main website for my projects is all-indi.ru.
If you're interested in indie game development, browser-based tools, or the messy process behind a playable build, welcome. More practical devlogs are coming.
— Roman / byGagarin
Top comments (0)