0

Roman KulikovGame Producer

Roman Kulikov
Game 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 PC and console launches, 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 talks
and 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

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+)

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

The
Studios, Publishers and Teams I Have Shipped With

photo 01
photo 02
photo 03
photo 04
photo 05
photo 06
photo 07
photo 08
photo 09
photo 10
photo 11
photo 12
photo 13
photo 14
photo 15
photo 16
photo 17