Roman KulikovGame Producer

Concept art: a lone office worker at a glowing monitor sits amid rows of empty cubicles in a vast dark office, seen from above

Roman KulikovGame Producer

Since

2018

Based

Limassol, Cyprus — remote-friendly

Focus

Production for live games and new releases — planning, dependencies, release readiness and post-launch operations on different platforms.

A producer rooted in game development, structure, and craft. I turn ambitious design goals into executable plans, keep dependencies visible across disciplines, and drive projects from early production through release and live operations. From mobile live games to a major PC expansion, I build plans that survive contact with reality.

Education

Ural State University of Economics

BSc Development and Administration of Information Systems

University of Nottingham

BA International Studies

Talks & Community

HSE University, Moscow

Guest speaker — game production

Yandex Product Party 2025

When “done” still isn’t ready to ship

University co-op programme

Organised and run by my team, in partnership with the university

Community beta tester

Games of every genre — feedback is worth giving properly

Game-dev forums an active voice in the community

Over 12 talksand articles

Roadmap decomposition, milestone planning, dependency mapping, release readiness, live triage, platform coordination.

Experience

Founder @ Lesser Evil Studio

2025 — present

Freelance & Consulting

2024–2026

Project Manager

2022–2024

Project Manager

2020–2022

Software Engineer

2018–2020

From Brief to Build

I start with the essentials — the brief, the team, the constraints. This is where a roadmap becomes a dependency map and where every feature gets an owner and a metric. Through dialogue between design and engineering, between ambition and capacity, each goal becomes a plan the team can actually execute — sequenced, testable, and ready to ship.

Principles

Dependencies over tasks

the project is the relationships between work

Complete is not shippable

implementation is one milestone of several

Player problems over feature noise

diagnose before it becomes roadmap

Live games never stop

shipping creates the next loop

Precision in Delivery

A person works late at a desk in a dim apartment, seen from behind, facing a wide monitor with a lit city skyline through the window beside them

At this stage the plan becomes a build. Integration milestones, regression windows, certification and launch blockers are scheduled explicitly, so the release decision is made about the behaviour of the complete game rather than a list of closed tickets.

Selected Projects (6+)

Concept art: a young boy lies on his back in the snow making a snow angel, arms outstretched, gazing skyward

this is the life

case study

Visit

Concept art: a cloaked, sword-bearing figure surveys a foggy village from a hillside under a blood-red moon

v rising

case study

Visit

Concept art: two lone figures stand before a colossal ruined ring-shaped structure beside a glowing toxic pool at night

project lw

case study

Visit

See All

Calm & Clear Under Pressure

Predictability Is a Feature

0102030405060708

People & Process

Open communication first: when the team hits trouble, management hears about it right away.

Listen, hear and know your team.

Problems are raised the moment they appear, not saved for the status meeting.

Everyone knows who decides, who fixes, and who talks to the players.

8

Years in games

10,000+

Cups of coffee

50+

People coordinated

TheStudios, Publishers and Teams I Have Shipped With

HSE University logo
Stunlock Studios logo
Lesser Evil Studio logo
Lavka logo
Kuper logo
Samokat logo
HSE University logo
Stunlock Studios logo
Lesser Evil Studio logo
Lavka logo
Kuper logo
Samokat logo
HSE University logo
Stunlock Studios logo
Lesser Evil Studio logo
Lavka logo
Kuper logo