Meet the Team
We build AI workers for game studios. Our first worker, BugHunter, runs repeatable gameplay checks and returns evidence your QA team can review.
Meet the people responsible for product direction, engineering, and studio partnerships.

Francisk Hanchar
Based in San Francisco. Leads fundraising, US partnerships, customer development, and go-to-market.
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Vladimir Gorshunov
Leads architecture, autonomous AI agents, and product engineering.
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Alexandr Gontschar
Leads product strategy, customer insight, and the data/AI thesis behind BugHunter.
LinkedInOur Mission
We build AI workers that become part of game teams. Starting with repeatable QA, we help studios build testing capacity and game knowledge they can use across releases. Your team operates BugHunter; we help you get started, with support when you want it.
BugHunter works from your game's approved context - instructions, test cases, and accepted findings - together with the checks your QA team approves and the gameplay we execute. Those roles complement each other; none of them is a substitute for QA review.
QA worker
Selected-game tasks with assisted delivery.
Release worker
Proposed content, progression, and configuration checks.
Game analyst
Proposed ongoing maintenance of game descriptions and scenario maps.
Synthetic players
Defined play styles and calibrated playtesting.
These are directions for the AI-worker platform, not four products available to buy today.
Industry Presence
Nodemori has been on the ground at GDC for two years, using direct conversations with studios and product teams to sharpen positioning, pricing, and product direction.
The result is a clearer product built around repeatable checks, reviewable gameplay evidence, and a QA workflow studios can trust.