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Hi, I’m Maria Tovma!

Game Project Manager · Game DesignerI’m a Game Design student at HSE University, developing as a game project manager. I enjoy bringing people and ideas together, organising development, and helping a team move towards a shared goal.My background in game design helps me stay close to the creative process and understand how individual tasks contribute to the overall player experience.Open to collaboration · Indie games · Team projects

Making games is a team effort

Shared idea → Development plan → Playable result

What interests me most about game development is how different people bring one idea to life. I help to create a process where everyone understands what we are making, what matters next, and how their work connects to the rest of the project.I’m especially interested in planning, prioritisation, and team communication — while staying involved in discussions about mechanics, player experience, and the direction of the game.

How I approach development

01 — Build a shared understanding

I start by clarifying the core idea, the current goal, and the constraints. I want the team to understand not just what needs to be done, but why it matters.

02 — Make the next steps clear

I break larger goals down into manageable tasks, help set priorities, and keep track of how different parts of the work depend on each other.

03 — Review and adapt

I check progress with the team, discuss what is getting in the way, and help adjust the plan as we learn more about the game.

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Gameplay from my prototypes

Selected projects

These projects show different parts of my experience — from coordinating teamwork and planning development to designing mechanics and building prototypes. My responsibilities varied across projects, and each one helped me better understand the development process and the decisions behind a playable game.

OTARA


3D adventure about a shepherd with mutating flock
Исходный размер 2281x1440

Otara is a single-player 3D game that combines peaceful daytime shepherding with tense nighttime horror.By day, the player guides a flock through the fields. At night, the sheep begin to mutate, turning a familiar routine into a struggle to keep both the flock and the shepherd alive.

Role: Project Manager · Game Designer
Team: 5 people
Platform: PC
Status: In development

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My main role in Otara is project management. I work on organising development and coordinating the team, while staying involved in discussions about the game’s design and direction.

The challenge

Turning an ambitious concept into manageable development.

Otara brings together two contrasting gameplay experiences: calm exploration and shepherding during the day, and fast, unsettling encounters at night. The production challenge is to turn this concept into a manageable scope for a five-person team without losing the contrast that defines the game.

My focus is on helping the team translate the game’s vision into clear priorities and practical next steps. I want our development plan to reflect what is essential to the experience, while making the work easier to discuss, organise, and review.

My contribution

— Organise the team’s workflow, coordinate tasks, and keep track of progress. — Plan development milestones, maintain the project roadmap, and create Gantt charts. — Manage the backlog and sprint planning in Jira, adjusting priorities and workloads to the team’s capacity. — Document working processes, onboard new team members, and help clarify responsibilities. — Help keep the game’s scope achievable without losing its core idea. — Contribute to level design and coordinate programming, art, and sound work on the first location.

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Current development build — 2026

Current progress

The team now has a shared workflow, clear responsibilities, and a development plan. The roadmap and sprint plans guide the work towards our next milestone: completing the location and recording a new Steam trailer.

Also, Otara got an Audience Choice Award at the «Game Future» festival in 2026.

Game jams


Leading small teams

Across two presented game jams, I led teams of 3–4 people through 2–3 days of development, combining team coordination with hands-on game design.

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