Meet the Developer

Hi! My name is Gleb Pozdeev, I’m 16 years old, and I’m an indie game developer. I’m the owner of Low Res and the lead developer behind its games. I made and released my first game on Steam when I was 13. After releasing it, I spent a lot of time learning and discovering new things. Eventually, I thought, “Why not make a second game?” And that’s how **GUN RAT neon** came to be. For me, the project feels like a snowball rolling down a mountain. It keeps growing and expanding, with new mechanics constantly being added. Things that were once simple become more complex, interesting, and polished. And the graphics… I actually had to learn pixel art all over again. A serious project needs serious visuals. Thanks to my formal musical education, I compose all the music for GUN RAT neon myself, using live guitar and synthesizers. I also work on character voice acting and create atmospheric soundscapes for the levels. To come up with more interesting mechanics, I’m constantly learning. Without that knowledge, I simply wouldn’t be able to implement my ideas in code. Over time, my algorithms have become more precise, reliable, and sophisticated. I’m always open to communication and happy to hear from anyone interested in the project — whether you’re a gamer who played my game or someone who simply appreciates its art or music.
Finding Meaning Beyond Speed and Trends

In a world shaped by speed and endless feeds, this interview is about slowing down. About looking past trends and returning to the essence of creation. Gleb Pozdeev speaks about growing up with technology, discovering meaning in limitations, and why old systems are not relics, but a clear and honest language. From his first game released at thirteen to rebuilding a new project from the ground up, this conversation explores curiosity, discipline, and the long path of learning through making. This is not nostalgia. It is a search for depth. Interview with Gleb Pozdeev Author, coder and artist

Low-Res Aesthetics

When you only have a few pixels at your disposal, you can't afford anything extra. You have to be precise. In a world where images are created in seconds, this conversation is about the value of art and exploration. A video game developer reflects on why he deliberately chooses a difficult path: hand-rendering every frame of his game. This is an immersion into cyberpunk philosophy not through neon and decor, but through the structure of the image itself. Inspired by the industrial aesthetics of Katsuhiro Otomo and the cold texts of William Gibson, Gleb seeks the line where the editor's grid ceases to be just a format and becomes a living tool. This is not a protest against technology. It is a return to control over every movement. Interview with Gleb Pozdeev Developer, artist, coder, and adherent of the Low-Resolution aesthetic.