
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.

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 struggle with a disconnect between gameplay mechanics and visual art: greybox levels feel empty, 3D assets lack narrative weight, and hiring fragmented freelancers compromises visual consistency.
We operate as a cohesive visual strike team—delivering complete level art, stylized and realistic 3D models, character animation, 2D concepts, and pixel art all under one roof.
03 / SOFT SKILLS & TEAM WORKFLOW01. Cross-Disciplinary Empathy: Because we integrate 2D, 3D, animation, and pixel art, our concept artists design with topology in mind, and our 3D artists model for seamless rigging and lighting.02. Iterative Adaptability: We rapidly test gameplay readability within game engines, adjusting silhouettes and shaders without ego.03. Unified Art Direction: We adhere to strict style guides, maintain clear deadlines, and ensure transparent communication from the initial sketch through to engine integration.
CASE 01 / HAARI-MANDI (ART & ACTION-ADVENTURE LEVEL)
→ 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 game 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.
Shifting Between the Market and Nirvana
Core Gameplay Feature: Both the player and enemies possess distinct skills and physical properties across two separate realms. Players must dynamically combine their ordinary state and the state of Nirvana to survive and advance through the level.
This dual-state mechanic demanded a visual language where every platform, enemy silhouette, and interactive brazier is instantly recognizable 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 guide the shaman from one wishing burner to the next.
CASE 02 / PAMORAK (3D FOLK HORROR-ADVENTURE)
Problem & Setting: Creating atmospheric dread without relying on cheap jump scares. Pamorak is a 3D horror-adventure set in an abandoned 19th-century Belarusian village caught between the world of the living and the dead.
Once, rituals were performed here, and the community trusted a local healer to guide souls toward peace—now, a mysterious plague consumes the village, the healer has vanished, and restless spirits await someone who can hear their story.
CASE 02 / STORYTELLING THROUGH ENVIRONMENT
On the verge of inner exhaustion, the protagonist receives a strange message from his long-deceased great-grandmother and journeys to the plague-ridden village.
○ The player explores ruined wooden homesteads, converses with lingering spirits, gathers clues, and reconstructs the fate of the missing healer whose disrupted ritual shattered the boundary between life and death.
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 an 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.
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.
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 twice as fast as UI minimaps.▲ Hypothesis 02 (Tactile Lore): A single hero prop sculpted with biological storytelling—such as Candelabrumus—conveys world lore more effectively than pages of text. Hypothesis 03 (Collective Synergy): Employing a synchronized trio of 2D, 3D, animation, and pixel-art specialists eliminates pipeline bottlenecks and maintains 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/bigmancowboy



























