We have already shared with you the atmosphere of our psychedelic horror game Nightmares Awake — we talked about inspiration from literature, Soviet surroundings, and the psychology of dreams. But today we want to shift our focus and introduce you to the people behind the game who are part of Antelus Games.
There are seven people working on the game, but there are three key figures: the level designer, the lead programmer, and the junior programmer.
These are the guys who bring the scary, beautiful, and profound nightmares you'll see in the game to life on Unreal Engine 5.
Igor Kulikov
Level designer, 3D modeler, level artist, UE5 technical specialist. Co-author of the game concept.
I am responsible for creating and developing levels, optimizing them, creating the atmosphere, lighting, visual design—everything that shapes the visual appearance of Nightmares Awake.
I love absolutely everything about working on this project. Especially the team—the guys from other games, who are fun and interesting to work with. It's the kind of environment where you want to do better and better every day.
As for the game itself, it's a dark adventure with horror elements, inspired by the works of Nikolai Gogol and the atmosphere of pre-revolutionary Russia. We strive not just to scare the player, but to immerse them in a deep and rich storyline with mysteries, puzzles, and, of course, screamers.
I believe that Nightmares Awake will resonate with players. The horror genre is popular, and our aesthetic is rare: Soviet and literary themes presented through a visually refined and optimized project. It's an unusual and memorable experience that will grab your attention.
Alexander Shevchenko
Lead Programmer
I am a programmer for the project. I write in C++ and use blueprints in Unreal Engine. I develop gameplay mechanics and participate in plot development. The entire technical foundation of the game is my area of responsibility.
Nightmares Awake is my first serious game development project. My friend and I had long dreamed of creating something of our own, and one day we just started. First, we had an idea: to take a Russian classic and turn it into a truly atmospheric horror game.
Now, after months and many rethinks, we are making a game that not only scares but also draws you into the story. We want players to remember the literature they read in school but didn't understand at the time. Or didn't read at all. We take familiar motifs and give them a new, dark interpretation.
Working with Antelus Games has its pros and cons. But the main thing is communication and interesting acquaintances. Recently, we have slowly begun to get to know other teams and help each other. But I can say for sure that I don't regret working with Antelus Games, and I am grateful for this experience.
Why will the game be a hit? For me, it already has been — at least in terms of how much we've learned and how many good reviews we've received at the exhibition. This experience is invaluable.
Magomed Dadakhaev
Junior programmer
Nightmares Awake and Antelus Games studio is my first serious project on Unreal Engine. And it was a success right away. I am responsible for the “visible part” of the game: localization, sound, game menu. Everything you hear and interact with during the game.
We have a great team: professional, close-knit, and very friendly. Working with people like this is a pleasure.
The project itself is a psychedelic horror game inspired by Gogol and Dostoevsky. The main character is a little girl who is experiencing a nightmare based on her own fears and inner pain. We are trying to present this in a non-trivial way, using images, symbolism, and a strong atmosphere.
Why will the game be a hit? Because it's awesome! And I say this not only from the point of view of a developer, but also as a gamer. This is one of the most anticipated games from Antelus Games, and I am proud to be involved in its creation.
If you're interested in taking a look behind the scenes of Nightmares Awake and our other projects, add the game to your wishlist and follow the Developer Diaries. We'll continue to share stories from those who write the code, draw the worlds, and fill them with meaning.
