Translation. Region: Russian Federal
Source: State University Higher School of Economics – State University Higher School of Economics –
The team of the workshop “Game Engineering and Interactive Systems” MIEM launched testing among developers of the second version of the Claw Engine game engine. “Vyshka.Glavnoe” tells about the product, in the creation of which MIEM student project teams are participating.
The Claw Engine is a video game development tool based on generative neural network technologies for rapid prototyping of game ideas and the use of complex gameplay patterns of mechanics. The complex project has been implemented for about two years by student teams of the Game Engineering and Interactive Systems workshop at MIEM. In the fall of 2024, the first version of the engine was launched, which was focused on the basic architecture and simplified visual interface. The environment allowed working with three-dimensional images and programming your own game scenarios.
“The goal of Claw Engine is to replace the outdated imported game engines, automate work on routine tasks, optimize the game creation process and simplify the development of not only games, but also other interactive applications. The engine can be used by both novice programmers and experienced game creators: for beginners, there is an intuitive interface and a low-code approach, and professionals can use the C programming language
In June 2025, open testing of the second version of the game engine began. More than 600 developers took part. The new release demonstrates how an experimental idea has turned into a technologically mature product.
“The second version of Claw Engine is not just an update. It is already a full-fledged modular platform, a transition to an engineering product with an architecture designed for development, expansion and real-life use,” says Vladimir Nikitin, head of the Claw Engine project and deputy head of the Game Engineering and Interactive Systems workshop.
The new release includes a completely redesigned visual scene editor, support for custom C scripts
“We are creating an engine in which you can not only assemble scenes, but also implement your own technological solutions – in graphics, behavior, physics. This is an opportunity for students and young developers to build engineering thinking through real work,” notes Ilya Semichasnov.
Open testing of the second version of the engine is an important step not only in the development of the product, but also in its expansion beyond the university. Developers from different regions of Russia have gained access to the assembly and are helping to debug its operation in different conditions.
The team’s immediate plans include adding next-generation graphics and physics modules, expanding AI capabilities, and implementing a plugin system. Development is iterative, taking into account community feedback. Thus, in December 2024, Claw Engine was presented at the RED EXPO exhibition, the main event of the gaming industry in Russia. Visitors could test the pre-alpha version of the engine and evaluate its key features: working with 3D scenes, a basic editor, and support for user scripts. In May 2025, the project was also presented at Positive Hack Days, one of the largest tech forums in the country. The workshop team demonstrated how Claw Engine is used in engineering and educational tasks, from modeling the behavior of objects to creating interactive environments. Participation in these events was an important step in the development of the product and expanding professional interest in it.
Claw Engine has already been used as the basis for hackathons, training courses, diploma projects and R
Work on Claw Engine unites several independent student projects implemented within the framework of the innovative project model of MIEM. Today, the teams have formed technical processes, built a testing system, and are actively developing internal documentation and a user support system.
“Claw Engine is one of those flagship projects at MIEM, where a modern project model is being honed. Today, technological projects require a clear organization of working interaction between numerous project teams solving their problem within the framework of creating a single large product. This is how large IT giants work today. In this sense, the Game Engineering and Interactive Systems workshop functions as a connecting hub, the main operator of the entire product creation process,” says Ilya Semichasnov.
In 2025, an online master’s degree program will be opened on the basis of the workshop.Digital Engineering for Computer Games” is a program aimed at those who want to not just develop games, but design technological solutions for them. The academic director of the program will be the head of the workshop Ilya Semichasnov.
The program covers the architecture of game systems, work with AI, mathematical modeling, VR and other areas at the intersection of engineering and game development. The educational process includes project work, cooperation with the industry and the opportunity to become part of teams working on real tools.
Applications for the Master’s program “Digital Engineering for Computer Games” are open until September 15, 2025.
Please note: This information is raw content directly from the source of the information. It is exactly what the source states and does not reflect the position of MIL-OSI or its clients.