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Learn moreA Journey into the World of BH Studio: From Passion to Profession
My journey into the gaming industry began with a deep passion for video games. Since childhood, I spent hours playing games, exploring different genres and mechanics. This passion led me to study the basics of programming and game design. I began creating small projects that allowed me to understand how game mechanics work and how to create engaging content.
Gradually, I delved deeper into development, learning new technologies and tools such as Unity and Unreal Engine. Participating in competitions and hackathons gave me the opportunity to exchange experiences with other developers and receive valuable feedback on my work. These steps became the foundation for my professional growth in the gaming industry.
Now I continue to develop, working on projects that inspire me and striving to create unique gaming experiences for players. My path in this field has become not only a career but also a true passion.
From an early age, I was fascinated by video games. I started with Dendy, SNES, and Sony PlayStation. Later, when I switched to PC, I realized I had missed out on many iconic games, like Warcraft III and StarCraft, due to my passion for consoles. However, I did have some unforgettable moments playing Diablo II with my brother. This experience formed the foundation of my love for video games and inspired me to further explore the gaming industry.

During university, I began to think about my future career. As Confucius said, "Find what you love, and you will never have to work a day in your life." I set a goal to develop myself daily in the gaming industry, network with professionals, read specialized books, and learn new skills. This is how my journey in game development began, and it became more than just a job, but a true passion. I realized that a successful career in gaming requires constant self-improvement and staying on top of current industry trends.
I aspired to create an indie team, and after several attempts, we managed to assemble a group with which we began developing a turn-based game with spaceships. After graduating from university, I joined Nival as a junior game designer. For almost two years, I participated in the development of Prime World, which significantly expanded my skills and experience in game design.
I had the unique opportunity to complete an internship at the American studio Massive Black, which specializes in concept art. This became an important stage in my development as an artist, where I was able not only to learn drawing but also actively develop my skills. One of my mentors, Wesley Burt, inspired me with his high level of skill and professionalism, which significantly influenced my creative path. Interning at Massive Black opened new horizons for me in the field of concept art and allowed me to better understand the requirements of the industry.

After returning from the USA, I continued to develop I worked at Allods Team and was actively involved in the Skyforge project. Soon I started freelancing, providing outsourcing services in concept art and 3D. However, after a few years, my colleagues and I came to the conclusion that we wanted to create our own games, since outsourcing was holding back our creative freedom and limiting the possibilities for realizing our ideas.
We raised seed capital and began developing the Beast Hour project in our free time. About four years have passed since the start of development, and our team continues to grow and develop. We strive to improve the product and offer our users only the best.
BH Studio employs experts with experience in developing successful projects such as World of Tanks and Pathfinder: Kingmaker. How was your team formed?
Our team was formed through chance meetings and connections. Some team members had previously worked together, others joined through recommendations from friends. I am convinced that when you work on something interesting and sincere, people naturally seek out collaboration. For example, we found new colleagues through a stream where a developer mentioned our game. This attracted the attention of viewers, and many of them wanted to offer their help, which ultimately became the basis for a successful collaboration.

BH Studio offers remote work options. This allows our clients and team to collaborate effectively regardless of geographic location. We utilize modern technologies and tools to ensure high-quality project delivery and convenient communication. Therefore, you can be sure that collaboration with BH Studio will be productive and comfortable, even if you are located remotely.
We have always worked remotely. Office space represents a significant financial investment, and initially, this may not be the best choice. Our team consists of specialists living in different cities and countries, which makes relocation stressful for both employees and the studio's budget. Remote work allows us to collaborate effectively, minimizing costs and creating a comfortable environment for each team member.
I am convinced that passion and discipline are key factors for effective remote work. When people are truly passionate about their work and adhere to a routine, they are capable of achieving high results, regardless of their location. While having an office space can boost productivity for some employees, it's important to remember that even in an office environment, lazy people will find ways to avoid completing tasks. Therefore, for successful remote work, it's crucial to develop intrinsic motivation and accountability. However, indie studio offices do exist. These small teams create unique games that attract players worldwide. Having an office allows developers to focus on the creative process, collaborate, and improve the quality of their projects. Indie studios that operate from offices often have the opportunity to hold meetings, organize joint gaming sessions, and share ideas, which contributes to the development of innovative concepts and original game designs. Indie studio offices are becoming the birthplace of new creations, and this plays a vital role in the development of the gaming industry.
Sometimes I'm surprised to see experienced professionals working in expensive offices who still call themselves indie developers. While they may indeed be independent, they are often backed by large investors or publishers. The definition of an indie studio has evolved, and it now has more to do with ownership than office size. In today's world, indie development encompasses a wide range of projects, and it's important to understand that independence doesn't always mean a lack of support from large companies.
If you're looking for a publisher for your game, there are several key aspects to consider. A publisher can significantly impact the success of your project by providing the necessary resources, marketing support, and access to a wide audience. Before making a decision, research potential partners, their experience in your gaming niche, and reviews from other developers. Create a high-quality portfolio of your game, including a trailer, description, and demo. This will help attract the attention of publishers. Also, be sure to prepare a business plan that outlines your financial expectations and monetization strategies. The success of your project depends largely on choosing the right publisher, so devote sufficient time and attention to this process.
We are not currently seeking a publisher for our project. Despite receiving offers from publishing professionals, we are focused on development and are pleased with the results so far. While we may need to partner with a publisher in the future, this is not our priority at this time. We continue to work on improving the product and are committed to its successful launch.

PvP Game Basics: What You Need to Know
Each new game universe has a unique backstory that attracts the attention of players. Beast Hour offers a gripping storyline full of secrets and surprises. The narrative centers on various characters and their interactions in a world teeming with dangers and mysteries. Players will unravel the true nature of this world and the secrets hidden beyond. Beast Hour's story promises a captivating journey that will force players to consider moral dilemmas and the choices that shape the story.
We are currently unable to provide full details of the game's lore. However, observant players will be able to discover clues in our community posts. We are confident that having a storyline will deepen your understanding of the characters' interactions and motivations, making the gameplay more engaging and rich. Stay tuned for updates and key story points.
The concept of Beast Hour emerged as a response to the need for an effective and intense approach to training. The main idea is to achieve maximum results in a short period of time. This method combines elements of functional training and high-intensity interval training, allowing you to engage all muscle groups and burn calories. Beast Hour is becoming popular among those seeking to improve their physical fitness without the time to devote to exercise. This approach not only helps increase strength and endurance but also promotes overall well-being. As a result, the Beast Hour concept is finding an audience among those involved in various sports and those looking to increase their physical activity.
When choosing the direction for the game's development, we realized that creating a large-scale project in the style of The Witcher required significant resources and experience in single-player game development. Instead, we decided to focus on multiplayer projects like Prime World and Skyforge. This allowed us to deepen our understanding of PvP mechanics and apply my experience in games like League of Legends. Our team strives to create an engaging multiplayer experience that combines elements of strategy and team play to appeal to a wide audience. I drew inspiration for my work from my favorite video games, especially Prince of Persia: Warrior Within. It was from there that the idea for dynamic parkour chases emerged, where the agile Prince escapes from the terrifying monster Dahak. This became the basis for the concept of a confrontation between ninjas and werewolves in a single arena, comparable to a game of football. This approach creates a unique combination of speed, dexterity, and strategy, making the gameplay exciting and interactive.

An important aspect of the classification of games is the division into rail and sports. On-rails games, such as The Witcher, direct the player along a predetermined route, even when set in an open world. Sports games, on the other hand, offer players complete freedom of action on a single playing field, making gameplay more exciting and varied. This approach to play allows players to choose their style and strategy, significantly increasing the engaging experience. Developing a new PvP game is a complex and multifaceted process fraught with various challenges. One of the main difficulties is creating balanced gameplay, where every mechanic and character has an equal chance of winning. This requires in-depth analysis and testing to avoid certain strategies dominating others. Developers also face the challenge of creating an engaging game world that will attract players and hold their interest. It is important to consider the visual style, animations, and sound design to ensure complete immersion. Additionally, technical aspects such as networking and server optimization must be addressed to ensure a stable and smooth gaming experience. Working with the player community is equally important. Developers must consider user feedback and wishes, and actively engage with them to create content that is truly engaging. This requires flexibility and a willingness to adapt to changing audience demands. Ultimately, creating a new PvP game is not only a technical process but also an art form, requiring a harmonious combination of game design, visuals, and player interaction. Each of these aspects requires careful attention and constant improvement. Unlike single-player games, PvP games require less content at the start. One map and a few characters are enough to get started. However, the key is developing engaging game rules, which essentially turns the process into the creation of a new sport. This requires significant effort and time to ensure balance and engaging gameplay.
Creating unique rules is only one aspect of the task. Players' understanding and ability to apply these rules is also key. This is a complex task, especially under tight deadlines and a limited budget. Training and clear communication are essential to ensure successful implementation of the rules and their effective use by players.
If the team doesn't achieve results on the first or second try, there's a high risk of releasing a product with existing flaws. This can negatively impact user experience. The quality of the final product is a key factor influencing its success and the developers' reputation. Therefore, it is important to thoroughly test and fix all issues before release to ensure a positive experience for players.

Inspiration for Beast Hour: Key
The games that have significantly influenced Beast Hour's visual style include a number of projects that have become icons in the industry. Among them are games like Limbo, known for its dark atmosphere and minimalist design, and Inside, which continues to develop this style with the addition of more complex elements. Also worth mentioning is Hollow Knight, which impresses with its detailed world and unique characters. These games inspired the developers of Beast Hour to create a unique visual style that combines elements of dark aesthetics and expressive graphics. Ultimately, this approach helps create a memorable and atmospheric gaming experience that attracts players.
Our work is inspired by The Order: 1886, which impresses with detailed graphics and skillful use of lighting and post-effects. This creates a cinematic effect, which is so important for immersion in the gaming process. High quality textures and models also significantly influenced the formation of our visual style, which allows us to create unique and attractive worlds for players.

We are interested The Victorian era and the First World War, when experiments with industrial production began, significantly influenced the world of Beast Hour, adding steampunk elements to its atmosphere. Visually, we drew inspiration from games like Bloodborne and Thief, which allowed us to create a unique and memorable style.
Some of the screenshots presented really evoke associations with the world of World of Darkness. Did you consider this universe as a possible source of inspiration for your project?
We are familiar with this universe, but it was not among our references. However, some parallels can be drawn, for example, with the presence of werewolves. Our ideas are mainly inspired by projects like Underworld. We describe our game as a PvP parkour with werewolves, where unique gameplay is formed by combining elements from the films Van Helsing and District 13. This creates an immersive gaming experience that will appeal to fans of both the parkour genre and werewolf themes.


The main games that inspired our gameplay include many popular projects that successfully combined elements of platformers and action games. We carefully analyzed the mechanics of movement and character interaction with the environment to create a unique parkour system. This system allows players to move freely around the game world, overcoming obstacles and using various acrobatic techniques. During development, we focused on creating intuitive controls so that every player could easily master parkour elements and enjoy exploring the world. Parkour elements became an important part of the gameplay, adding dynamism and variety to the experience.
In Beast Hour, we implemented an asymmetrical gameplay concept inspired by Dead by Daylight, where Raiders strive to escape while Beasts pursue them. Early in development, Beasts were invulnerable, and players' only option was to flee. However, after receiving feedback from playtesting, we realized that players were craving more action and opportunities to attack Beasts. We made changes to the gameplay to create a more dynamic and immersive atmosphere in which Raiders can not only escape but also confront their pursuers. This decision made the game more engaging and varied, which positively impacted player interaction and engagement.
In our project, we carefully analyzed parkour mechanics from popular games such as Assassin's Creed. Unlike that game's scripted systems, which make it difficult for players to perform quick maneuvers, in Beast Hour we emphasized the speed and dynamism of parkour. This allows players to effectively evade pursuing Beasts, adding additional tension and excitement to the gameplay.
We studied the 2008 game Prince of Persia, which featured animations such as wall running and forward leaps. These mechanics became the foundation for the dynamic parkour in our project, significantly improving the gameplay and visual appeal. We strive to give players a feeling of free movement and acrobatics, which makes the gameplay more exciting and engaging.

Unlike many other games in which the character automatically rises when he runs onto wall, we've implemented a move-cancel feature. This innovation allows players to avoid colliding with an opponent at the top, allowing for a more flexible and strategic approach to gameplay.
Have you ever considered the parkour mechanics featured in first-person games like Mirror's Edge and Dying Light? These games offer a unique experience, combining platforming elements with dynamic movement through urban environments. Mirror's Edge emphasizes speed and precision, allowing players to explore the environment, performing complex stunts and maneuvers. Dying Light, on the other hand, adds survival elements and an open world, where parkour becomes a key component for overcoming obstacles and interacting with opponents. Both games demonstrate how parkour mechanics can enrich gameplay, creating engaging and exciting adventures.
First-person games have unique features that can pose challenges when adapting them to the third-person format. One of the main issues is the implementation of animation. We've conducted a detailed study of various parkour mechanics, extensively analyzing games like Prototype and Sunset Overdrive. This allowed us to understand how to effectively implement these elements into the Beast Hour project, ensuring a smooth and immersive gameplay experience.

The idea of leveling up Raider abilities in the MOBA style was born from the desire to create a more dynamic and engaging gaming environment. Inspired by popular MOBA elements, the developers decided to implement mechanics that allow players to develop and improve their skills, adding depth and strategy to the gameplay. This decision is aimed at creating a unique experience where every player's choice affects the outcome of the battle and also allows for the development of an individual playstyle. The introduction of a skill leveling system helps attract both experienced and new players, creating a balance between accessibility and complexity.
We actively played League of Legends, which inspired us to implement similar mechanics in Beast Hour. Players have the opportunity to level up during a match, significantly diversifying the gameplay and improving interaction with other participants. This character development system makes the game more dynamic and engaging, allowing each player to adapt to changing conditions on the battlefield.
Practical implementation involves several key stages. First, it is necessary to analyze the current situation to understand which methods and tools will be most effective. Next, a strategy should be developed that considers all aspects of the project, including the target audience and market. It is also important to establish communication between all participants in the process to ensure the effective execution of the objectives. After this, implementation can begin, focusing on quality execution and meeting deadlines. Finally, an evaluation of the results is necessary to identify successful aspects and areas for improvement. This approach will ensure successful implementation and the achievement of the stated goals. Beasts have access to all their abilities simultaneously, making them extremely dangerous opponents. In contrast, raiders develop in three main areas: offensive capabilities, mobility, and defensive mechanisms. These development trees help Raiders survive in difficult conditions and effectively deal with threats.
- The first tree is aimed at attack and control, allowing Raiders to fight Beasts.
- The second tree increases mobility, allowing you to quickly move around the map.
- The third tree offers defensive abilities to survive critical situations.

Character leveling occurs in real time, which eliminates the need to pause, as is the case in MOBA games. This approach allows players to develop their skills and abilities without stopping, which makes the gameplay more dynamic and engaging.
From the very beginning, we wanted players to be able to progress as they play. Learning from the experience of the Nosgoth project with its similar mechanics, we implemented a system in Beast Hour that allows players to accumulate experience and choose upgrades directly during the game. This solution makes the gameplay more dynamic and engaging, allowing each player to adapt their skills to the current conditions and playstyle. This approach enhances interaction and engagement among players, which in turn contributes to the creation of a unique gaming experience.
We drew inspiration from Deathgarden, where survivors have the ability to move vertically while being hunted by a hunter. By analyzing the game mechanics, we realized that we had developed a unique concept that sets our game apart from other projects in the genre.
Raider Arsenal: Gameplay Innovations
The nature of Raiders' ranged attacks presents an interesting aspect of their combat tactics. These attacks are not traditional spells; rather, they are based on the combined use of magic and physical force. Raiders can use special abilities that allow them to inflict damage from a distance. These attacks often require precision and strategy to achieve maximum effect. Understanding the mechanics of Raiders' ranged attacks can help players develop effective counterattack tactics and improve their chances of victory. In reality, the topic is much deeper and more interesting. Studying concept art and social media discussions, it becomes clear that Raiders eschew traditional weapons. This decision creates a unique sci-fi feel, with characters relying on specialized gadgets instead of standard weaponry. This approach also solves the problems associated with wall-crawling with bulky weapons. In the new project Bloodhunt, based in the Vampire: The Masquerade universe, characters don't use rifles but instead move along walls. We decided it was much more engaging for characters to be able to "shoot from their hands." This means that each hero, like in Overwatch, has a unique weapon with its own unique mechanics, ballistics, and special effects. This approach not only enriches the gameplay, but also creates new opportunities for tactical actions in the game.


The characters have weapons, albeit in an unusual form.
In terms of gameplay mechanics, the game offers interesting ways to interact with characters. We have two unique heroes: Zelus and Yudoku. Zelus is armed with rapid-fire rocket launchers that fire electrical charges. These charges explode upon contact with enemies or the environment, adding dynamism to combat. Yudoku, on the other hand, uses a grenade launcher that fires bombs filled with chlorine gas, a nod to the historical events of World War I. Unlike traditional mechanics where projectiles bounce off walls, in our game the grenade launcher's charge flies in a parabolic arc, creating a toxic cloud upon explosion. This opens up new tactical possibilities, allowing the grenade launcher to be used effectively even in close combat, providing players with a varied and engaging experience.
According to the current roster, the game is planned to feature at least five different Raiders. Are you working on new characters?
This is a key aspect of our project, and we are actively developing new characters. We cannot disclose specific details at this time to avoid creating false expectations. The process of creating a new character requires careful testing. I must admit, after developing Zelus, the process of creating Yudoku became much easier, since we already had ready-made tools in Unity, which simplified the work.

Key Aspects of Matchmaking
Players are matched into lobbies using algorithms that analyze the skill level and gaming experience of each participant. The system evaluates player statistics, taking into account factors such as rating, number of matches played, and wins. Based on this data, an optimal lobby is formed, which ensures balance and fair play. The process may vary depending on the type of game and platform, but the goal remains the same: to create a comfortable environment for all participants, minimizing the likelihood of a mismatch in player skill levels.
This article discusses the current matchmaking mechanics used in games. Changes to this system are possible in the future. Players have the opportunity to independently choose their positions. In the current version, players easily select heroes: after starting a session, they enter a match and have time to choose from the available heroes. This ensures convenience and comfort during the game, allowing each participant to focus on their preferences and strategy.
A player chooses a side to participate in the game. This choice determines their role and strategy in the gameplay. The side a player chooses to play for can significantly impact their interactions with other players and their final results.
Characters are selected based on their roles, not their team affiliations. Each player represents a distinct hero. The game features two distinct gameplay types: Raider and Beast. Raiders seek to gather resources, while Beasts hunt for loot. If a Beast catches a Raider, their ally can intervene and attempt to steal the loot. When selecting a character, the screen displays the avatars of all available Raiders and Beasts. This selection method is similar to that used in League of Legends, where players must click their hero's image at the right time.
The variety of characters in the game provides players with a wide range of choices, minimizing the likelihood of not being able to select the hero they want. During experiments with various roles in older prototypes, all players started as Raiders and were then randomly assigned to become Beasts, hunting each other to increase their pack size. One of the tested variants allowed a Beast to absorb a Raider and transform back into a human. These experiments demonstrated that players prefer the ability to choose their character from the start rather than being assigned a random character, which can lead to frustration. Providing controlled choices improves the gaming experience and promotes deeper player engagement.

No team interaction?
At the moment, there are no plans to implement a team mode. We will evaluate this feature in the future. We have ideas for improvement, but our current focus is on thoroughly refining existing mechanics. We adhere to the principle: less is more.
Collaboration between players during playtests is a common practice. During playtesting, players often team up to complete levels, complete quests, and learn the game's mechanics together. This collaboration not only allows players to overcome obstacles more quickly but also shares experiences and strategies, which positively impacts the overall experience. Furthermore, interaction between players can identify potential problems and flaws, which is important for developers seeking to improve the product before its official launch. Playtests are more effective thanks to the collective efforts of participants, which ultimately helps create a higher-quality gaming experience.
Players can interact with each other, but their motives are often based on personal gain. For example, one Raider might support another in the fight against a Beast if it benefits them. In some cases, Beasts prefer to eliminate the Raiders first and then resolve their internal conflicts. These dynamic relationships between characters create a tense atmosphere and open up new possibilities for strategy and tactics in the game.
When it comes to match-fixing, there is always one winner and several players who can leave the game. Objectives on the map are designed in such a way that players are required to perform specific actions, such as collecting items and capturing control points. If one player captures an object, others will no longer be able to take it, which creates natural competition among participants.
Players will be awarded a rating for completing challenges. This innovation will allow participants to evaluate their achievements and increase motivation to play. The rating system will become an important element of the gameplay process, helping players track their progress and compare results with other participants.
Personally, I am not interested in metaprogression in session games, but I realize that for many players it is an important aspect. We intend to pay attention to this element in the future, but for now we believe that high-quality and exciting gameplay is of paramount importance. Players should come back not just for the new cosmetic upgrades, but for the sheer enjoyment of the game. It's similar to playing a favorite sport, where the primary focus is on the game itself. However, we understand that modern players expect more - they want meta elements, a rating system, and cosmetic changes.

Players are actively Compare statistics during a match, allowing us to determine who is performing better and who is underperforming. Analyzing statistics in real time helps us understand the dynamics of the game and identify the strengths and weaknesses of each participant. This is an important aspect of sports analytics, which contributes to a deeper understanding of what is happening on the field.
We will definitely implement this feature, but gameplay remains our top priority. We have a unique product, and we are exploring it through trial and error. New elements will be introduced gradually to evaluate how much time players spend earning rating points. We will closely monitor player preferences and gradually develop the game in an interesting and varied direction to ensure maximum engagement and satisfaction for the audience.
In the second part of our interview, we will continue to explore the Beast Hour project, focusing on level design, the choice of game engine, and marketing strategies in PvP games. Anton Morozov will also share valuable advice for aspiring indie developers that will help them implement their projects.
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