Stuck between Dimensions:
How 2.5D can change the visual experience of a game.
In collaboration with my fellow student and friend Jassy
EXPLORE
As a part of our tandem Bachelor thesis, Jassy and I undertook the task of recreating a timeless 2D game in a 2.5D format, followed by a playtest to evaluate the impact of its visual experience.
We recreated the Alchemy Laboratory level from Castlevania: Symphony of the Night, published 1997 on PlayStation. Our main focus was to provide this game remake prototype visual aspects to create a more immersive experience with a help of 3D game engine. This includes but is not limited to new lighting settings, an additional movement axis, post-processing, visual effects and shader.
The project was made in Unity and with the help of Aseprite, Blender, Lighter and further graphical tools. We created original 2D sprites as 3D objects using image-based modelling, as well as normal maps for the 3D objects and 2D sprites.
My Task:
My part in this project-oriented Bachelor thesis was strongly focused on the creation 3D assets, the adjustment of shaders, visual and post-processing effects, as well as parts of the remake’s scripts and the level’s lightings.

Recreated Rooms
Details
Image-based modelled assets
Trailer
Infernal Runner
An action-packed jump’n’run game.
In collaboration with my fellow students and friends JaKob and Mars
EXPLORE
Infernal Runner is a 3D Jump ‘n’ Run on the Unreal Engine 4. As obedient imp you travel through the Nine Circles of Hell to rescue your Dark Lord. Consisting of nine unique courses, the game delivers a variety of challenges, a full equipped lobby, three cutscenes, secretive voice lines and much more. A game developed by three students with Blender, Maya, Substance and, of course, the Unreal Engine.
My Task:
My part in this project was to create the model of Satan himself and the final level’s design and visual experience.

Screenshots
Character concept: Satan

Godforsaken
A Mediterranean monastery with a 3D real-time enviroment.
In collaboration with my fellow student and friend JaKob
EXPLORE
Godforsaken is 3D real-time environment rooted on the Unreal Engine 4. It depicts a Mediterranean monastery siting on a peak of the Med’s coast. As our 4th semester’s project, my fellow student, Jakob designed to whole environment, post-processing and the monastery’s surroundings with Unreal Engine 4 and Maya.
Both of us delivered corresponding concept artworks. The concept designs were realised with Adobe Photoshop, Maya and Blender.
My Task:
Meanwhile, my task included the creation and texturing of the monastery by image based modelling using Blender and Substance.

Concept artworks by me
Concept artworks by Jakob
Distant view
In-game monastery
Side building
Trailer
3D model of the monastery
Sugin
A dark fantasy 3d character design.
EXPLORE
Sugin is a little character project and all in all my first proper 3D character as part of my BSc degree. He was a man from times immemorial, cursed by an elder power and doomed to misguide the lost ones who find him in the misty depths of an ancient forest – in all eternity. (This project as part of my studies happened before I establish my pseudonym lampposttagger.)