The soundtrack for Heat Signature was primarily made with DSI Tetra, Arturia MiniBrute, Korg Volca Keys, and Korg Gadget. heatsig.com

UNLIMITED was made using DSI Tetra and Korg Volca Keys, as well as software emulations of Minimoog, Oberheim SEM, and Jupiter-8 by Arturia. And of course, Hatsune Miku V3 English.

30 minutes of Synthy Music is a compilation of random or rejected tracks I’ve accumulates over the years. Was made using literally every piece of synth gear I’ve ever had.

Innkeep EP is a sample of the upcoming soundtrack for the upcoming game Innkeep. Full version of the soundtrack will consist of over an hour of music and is in production right now. innkeepgame.com

A small synthy soundtrack for a short demo of a minimalistic text-based browser project that may never be finished. about it

An 11-track old-school-ish power/thrash metal demo album that I essentially wrote 10 years ago but only recently got around to assemble into at least a minimalistically produced demo. It doesn’t sound great, but it was never supposed to.


game design


A relatively simple idea I came up with after TRANSSOLAR got canceled (along with the studio working on its pre-production), desperately looking for something solo-ish realizable to do. In short: this is arcade flight simulator, somewhat of a cross between Star Fox and Ace Combat, with hub-based storytelling. I later realized that my vision was essentially just Freedom Wars with flight combat instead of mewnster hunting. Didn’t you know I’m a hack?
Buried under the horror avalanche that was (currently: is) 2020, I had to put PT on hold soon after putting together some basic things in Unity. However, I’ve actually done much more than currently is in the cloud directory (literally one day’s worth of work there): I am not even that far from something resembling a proof of concept demo. Will be releasing it later this year, probably even try to spectacularly fail on Kickstarter with it. Just not my top priority at the moment: need to put my life back together real quick, mmkay?



This was supposed to be the debut project of a small indie studio, but the investor pulled out when 2020 started happening. The idea was: classic Biohazard-like interconnected world design (kids these days would call it metroidvania-ish, or possibly even Souls-inspired) with a survival horrory gameplay and camera totally not stolen from Killer7 (yes, Killer7 was practically already a Biohazard-like, but it was segmented into standalone levels). I’ve also made an alternative “character actiony” gameplay suggestion with heavily dumbed down story and artistic sides of the initially planned experience.


across zero(2014-∞)

I started working on the AZ’s design doc in 2014 wanting to make a game that would look like Persona 3 Portable, had style and atmosphere akin to Devil Summoner: Soul Hackers and/or SMT4, and play like a turn-based Hotline Miami. The GDD reached 200k+ characters when I decided to make a simplified dungeon crawler out of it first, to test the gameplay system I’ve spent so much time designing. Welp, long story short: life got in the way. But I still had the concept and the story, and eventually decided to make at least something with it. I’m currently writing/organizing the story in HTML and plan to release it here/somewhere in several chapters (3 or 4) as sort of a text adventure (with music but probably without any artwork). There is a pretty big chance it’s gonna be the final form of this project, unless one day I get a chance to transform it into maybe something like a visual novel.
(download the folder and run the .html file)



A 2D turn-based dungeon crawler RPG I tried to put together using the already existing gameplay systems of the original Across Zero. Didn’t get to finish it mostly due to having scared myself shitless with my own artwork.



2D sidescroller/shmup. Its GDD was 45k+ characters long but unfortunately the team didn’t quite make it through the early stages of development. If I ever make a sidescroller and/or a shmup, it’ll probably be based on this GDD.


Looking for great games to play? Maybe even new to gaming? I made a “reading” list of as much goodness as I could remember.


language shenanigans

Translation | Localization
English <–> Russian <–> Japanese. Did some work here and there. Not a lot, but more than enough to prove I can do it professionally. My most official gig was in Tokyo with Funple Stream.

Turning Japanese
My very subjective but honest and well-meaning guide to Japanese fluency. Contains resources and all kinds of content recommendations for all levels. LINK

Doing Russian
Relatively brief and manageably angry guide to Russian fluency. Contains some thoughts on Russian-specific challenges and various content recommendations. LINK

English Zone
Immensely extensive step-by-step guide to English fluency for native Russian speakers. Includes in-depth lessons on phonetics, basic and advanced grammar, and content recommendations. LINK

I do private sessions (Russian, Japanese, English). Any preferred method: traditional book/lesson-based style, or lectures and working on your individualized immersion plan. Any level. Feel free to contact me wherever you can find me 😉 If you catch me during a live stream (highly unlikely these days, but still possible), don’t be shy and ask away whatever’s on your mind. If I stream, I do it here. If you asked a question but had to leave before I answered it and now it’s been two weeks and Twitch has deleted the VOD — it might be on my YouTube channel (no guarantees tho). Or just DM me on Twitter 🙂



designer, tester

SotA MMC is a DIY fretboard-style USB-MIDI controller. Made out of 12 Adafruit NeoTrellis RGB Driver PCBs, Teensy 3.2 development board, and a 3D-printed enclosure (technically doesn’t require it to fully function). Powered by original, easily customizable firmware written by the amazing Rabit.

  • 8×24 matrix of 192 backlit RGB keys.
  • Class compliant USB-MIDI interface. Tested on PC, Mac, and iOS.
  • MIDI note and clock input (clock makes the red menu button pulsate in tempo).
  • Reactive — to both input and output — highlighting of individual keys/notes.
  • Customizable highlights layout (tonic, frets, “normal” keys).
  • Three fixed velocity modes: 127, 100, and 75.
  • 4-button (2 steps in each direction) pitch wheel emulation (disableable).
  • Adjustable brightness.
  • Adjustable scale of the board: one semitone or octave at a time.

Cost of materials: ~$200.
In terms of making a commercial version, there were talks about it but the idea was put on indefinite hold around when 2020 happened.


mmc tilted 2mmc tilted 1mmc tilted 3mmc back 2mmc side comp

Captain Drake Studio

St.Petersburg, Russia


founder, engineer/producer

very professional