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ABOUT ME


As a game designer, I primarily focus on concept art, level-design, and level-art. I’m interested in creating game worlds that combine strong visual identity, thoughtful spatial composition, and engaging player experiences.

My approach adapts to the specific needs and goals of each project. I can work on locations and characters throughout the entire development process, from initial concept art to their final implementation in the game. This end-to-end approach helps maintain visual consistency between game elements while ensuring greater control over the final result.

I am also interested in contributing to existing projects. In these cases, I begin by analyzing and deconstructing the established visual style to understand its underlying principles, then adapt my workflow to the project’s specific requirements while preserving its artistic identity.

SPECIFIC CASES

CONCEPT ART AND 2D ART

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This project is a 2D point-and-click detective game. The main objective was to develop several visual concepts that captured the aesthetics of the Golden Age, the festive atmosphere, and the distinctive visual language of Art Deco.To achieve this, I began by analyzing and breaking down the key characteristics of the style, paying particular attention to its color palette. Based on this research, I created a series of concept arts, each presenting a potential visual direction in a near-final form, allowing the team to evaluate and compare different approaches to the game’s visual identity.

WAKO

A 2.5D side-scroller about Wako, a monkey quartermaster aboard a pirate ship that has been taken over.Throughout different stages of development, I contributed to the project as a level designer, level artist, and concept artist.

CONCEPT ART

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My first task was to create a series of concept art pieces for the opening location: a dark, atmospheric ship’s hold where the player begins their journey. Through an iterative process of exploration and refinement, I developed two finalized visual concepts that later served as a reference for the level art team during production.

SPECIFIC CASES

LEVEL DESIGN

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I was responsible for designing most locations and challenges. It was important to make the gameplay more platforming-focused, so I built the levels around this direction while also taking the character’s mobility into account. The main goal was to introduce players to the enemies and obstacle mechanics slowly, without disrupting the overall pacing.

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SPECIFIC CASES

LEVEL ARTIST

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One of the key challenges in level art was creating a sense of depth in an otherwise flat environment and making better use of the largely empty walls. To address this, I introduced a third visual plane and implemented a parallax effect, adding depth and visual interest to the scene.

Исходный размер 1789x1240

SNOW THEME

In this section, I would like to showcase several projects built around the same winter theme, each with a distinct visual style and approach to demonstrate how I work with the same topic in different ways, depending on the client’s needs. The goal was to explore different artistic directions and see how the same subject could be interpreted through different visual languages.

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«Icicles», a platformer with an atmosphere of loneliness. It was important to convey the character’s smallness.

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A gaming space with an atmosphere of comfort and the New Year. The goal was to choose a sufficiently cartoonish style to make the cold winter feel warm.

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In «The Mystery of Bigfoot» and «Wendigo Hunt», the goal was to transform the theme of winter into a horror experience, presenting the cold and snowy wilderness from a darker perspective.The visuals were designed to evoke fear and unease through poor lighting, a cold color palette, and vast, empty spaces. These elements work together to create an oppressive atmosphere, turning the familiar winter landscape into something unsettling and threatening.

OVERALL…

PORTFOLIO | Vladislav Lee
Проект создан 27.10.2026