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01 / GAME DESIGN & VISUAL ART COLLECTIVE


We are a creative collective of visual game designers from the HSE Art and Design School, uniting 2D/3D pipelines, level art, animation, and pixel art to build playable worlds with unforgettable atmosphere.


● Anastasia Yurchak — 3D Artist, 3D Animation, Illustration.

◆ Danil Kudimov — 3D & 2D Generalist, Environment & Prop Artist.

▲ Elizaveta Shapiro — 2D Artist, 3D Artist, Pixel Art Specialist.

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Исходный размер 3500x2480

Meet Your Guide: Spark, the Spirit of the Wishing Burner



«Greetings, traveler. I was born from a shaman’s torch at an intergalactic market. Follow my flame across the border between the living and Nirvana: I will show you how Anastasia, Danil, and Elizaveta turn game mechanics into living visual worlds.»


» Scroll down to ignite the first brazier and inspect our production pipeline.

02 / PROBLEMS WE SOLVE FOR GAME STUDIOS


Game productions often suffer from a disconnect between gameplay mechanics and visual art: greybox levels feel empty, 3D assets lack narrative weight, and hiring fragmented freelancers breaks visual consistency.



We act as a cohesive visual strike team—delivering complete level art, stylized and realistic 3D models, character animation, 2D concepts, and pixel art under one roof.

Исходный размер 3500x2450

03 / SOFT SKILLS & TEAM WORKFLOW01. Cross-Disciplinary Empathy: Because we bridge 2D, 3D, animation, and pixel art, our concept artists draw with topology in mind, and our 3D artists model for smooth rigging and lighting.02. Iterative Adaptability: We rapidly test gameplay readability inside game engines, adjusting silhouettes and shaders without ego.03. Unified Art Direction: We maintain strict style guides, clear deadlines, and transparent communication from first sketch to engine integration.

CASE 01 / HAARI-MANDI (LEVEL ART & ACTION-ADVENTURE)


→ The Problem: How do you guide a player through a crowded vertical environment without overwhelming their spatial orientation?

→ The Idea: Haari-Mandi is an action-adventure about a shaman at an intergalactic market preparing for the Festival of Spirits—lighting torches, igniting all wishing burners, and collecting souls without losing their own.

Исходный размер 3500x2450

Shifting Between the Market and Nirvana



Core Gameplay Feature: Both the player and enemies possess different skills and physical properties across two distinct realms. Players must dynamically combine their ordinary state and the state of Nirvana to survive and progress through the level.


This dual-state mechanic required a visual language where every platform, enemy silhouette, and interactive brazier reads instantly during fast-paced state-switching.

CASE 01 / VISUAL SOLUTION & RESULTS


|  Visual Solution: We contrasted deep cosmic indigo architecture (#44315e, #5f6fb7) with vibrant magenta fur, glowing cyan spirit flames, and warm wishing burners.

|  Result: A vertical intergalactic bazaar where lighting and color hierarchy naturally lead the shaman from one wishing burner to the next.

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CASE 02 / PAMORAK (3D FOLK HORROR-ADVENTURE)


  Problem & Setting: Creating atmospheric dread without cheap jump scares. Pamorak is a 3D horror-adventure set in an abandoned 19th-century Belarusian village trapped between the world of the living and the dead.


Once, people performed rituals here and trusted a local healer to guide souls to peace—now a mysterious plague consumes the village, the healer has vanished, and restless spirits await someone who can hear their story.

Исходный размер 3500x1969

CASE 02 / STORYTELLING THROUGH ENVIRONMENT



On the verge of inner exhaustion, the protagonist receives a strange message from his long-deceased great-grandmother and travels to the plague-ridden village.


○ The player explores ruined wooden homesteads, speaks with lingering spirits, gathers clues, and reconstructs the fate of the missing healer whose disrupted ritual shattered the boundary between life and death.

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Visualizing Slavic Liminality in 3D


● Approach & Solution: We combined dense organic foliage—towering withered sunflowers and overgrown grass—with weathered 19th-century timber architecture, volumetric fog, and the piercing amber eyes of the scarecrow entity.

● Result: A cinematic 3D game trailer and immersive audio-visual environment where every shadow tells part of the village’s tragedy.

CASE 03 / CANDELABRUMUS (3D ART & HERO PROP)


Problem & Idea: How can a single hero prop embody the entire lore of a dark game universe? Candelabrumus is a large-format blackened brass candlestick with a reddish tint, inspired by motifs from the game CODE: BLUE.



Its sculpted surface is woven from organic «knots, ” monster tissues, and creature limbs—ranging from tentacles to webbed membranes.

Исходный размер 3369x2480

CASE 03 / CONNECTION TO CODE: BLUE & SHADING



The game CODE: BLUE features interactive locations, diverse creatures, and a dark atmosphere where death itself resides. Candelabrumus distills all these elements into a modern reinterpretation of Gothic motifs.


◆ Result: Polished to a mirror sheen, the blackened brass surface reflects the surrounding gloom and playfully catches the warm candle flames—bridging digital 3D art and tactile industrial design.

Исходный размер 1152x816

04 / FULL-SPECTRUM VISUAL CAPABILITIESBeyond our flagship 3D worlds, our trio covers the entire visual spectrum for indie and AA game development:01. Anastasia’s 3D Animation & Illustration: Breathing life, weight, and expressive motion into characters and promo key art.02. Danil’s 2D/3D Generalist Pipeline: Rapidly translating 2D environment concepts into optimized, engine-ready 3D geometry.03. Elizaveta’s 2D, 3D & Pixel Art Mastery: Crafting nostalgic pixel-art sprites, UI icons, and stylized 3D textures with frame-by-frame precision.

05 / OUR GAME ART HYPOTHESES▲ Hypothesis 01 (Dual-State Readability): In action games like Haari-Mandi, color-coded lighting guides player navigation 2x faster than UI minimaps.▲ Hypothesis 02 (Tactile Lore): A single hero prop sculpted with biological storytelling—like Candelabrumus—communicates world lore more effectively than pages of text. Hypothesis 03 (Collective Synergy): Hiring a synchronized trio of 2D, 3D, animation, and pixel-art specialists eliminates pipeline bottlenecks and preserves a unified artistic vision from prototype to release.

06 / CONTACTS & COLLABORATIONThe Wishing Burner is lit! We are open for game studio contracts, indie collaborations, level art production, 2D/3D asset creation, animation, and pixel art commissions.» Anastasia Yurchak (3D Artist, 3D Animation, Illustration): t.me/fykknf» Danil Kudimov (3D & 2D Artist): t.me/dnk_jr18» Elizaveta Shapiro (2D Artist, 3D Artist, Pixel Art): t.me/Drakon44iK» General Producer / Collective Contact: t.me/Drakon44iK

Elizaveta Shapiro Portfolio
Проект создан 30.10.2026
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