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INTRODUCTION

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Hi! I’m Vika, a 2D illustrator and concept artist working on both video games and other creative projects.

In my work, I focus not only on how an image looks, but also on the purpose it serves and the problem it helps solve.

For example, this illustration of me as a bunny sets the tone for the rest of my presentation. Just look at how inspired and relaxed this little bunny is!

What Do I Do?

I create visual designs that help shape the personality and atmosphere of a project.

My main areas of expertise:

— Game Environment & Location Concept Art;
— Character & Prop Design;
— 2D Game Assets, Sprites & UI Art;
— Personal Digital Illustrations.

How Do I Do It?

I enjoy working at different stages of a project, from exploring its overall mood and visual style to creating specific elements like characters, props and UI.For me, it’s important that all these elements don’t just exist separately, but come together to create a cohesive visual identity.

Throughout my creative journey, I’ve had the chance to explore a wide range of art styles. This experience has helped me learn how to adapt to a project’s visual direction while also bringing something unique to its identity.

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Исходный размер 1920x1080

ACADEMIC PROJECTS

Character, Level & Props Concept

«The Architects»

Game screenshots

A 3D retro-futuristic action-management game featuring combat based on geometric spells.

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The Task

My role was to develop the project’s visual style and aesthetic, design the environments and combat arenas, and create character concepts and final in-game sprites for playable characters, enemies, and NPCs.Alongside this, I coordinated and provided feedback to a team of four 3D artists, helping maintain visual consistency and keep the production workflow efficient.

Worldbuilding & Environment Concepts

Concepts of fake game screenshots

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I started by putting together a moodboard, working from the big picture down to the details — from the overall atmosphere and aesthetic of the locations to specific design elements and visual solutions.I developed the environment concepts with the in-game camera perspective in mind from the very beginning, making the designs more practical and focused. This helped the team quickly establish a clear visual direction and a shared understanding of how to move forward with the project.

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The process of working using 3D tools

So my focus wasn’t just on designing individual environments, but on finding a cohesive visual language that would tie them all together.

Characters

Исходный размер 2560x1343

One of the key parts of the gameplay is interacting with characters and building relationships with them between battles.

That’s why it was especially important to make each character unique and interesting, both in appearance and personality. I wanted players to get a sense of who each character is before even starting a conversation.

At the same time, all the characters needed to share a cohesive visual style and clearly reflect the faction they belong to.

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The main focus was on highlighting the contrast between the two factions. The Architects' designs were meant to convey a sense of stability, purity, and advanced technology, while their opponents' designs emphasized chaos and organic forms.This contrast lies at the heart of the game’s central conflict: sterile, rigidly controlled «good» versus living, untamed «evil».

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I paid special attention to the main character and her weapon, as her design needed to be translated into 3D, so I focused on large and medium-sized shapes to ensure her design would remain visually cohesive and readable from the game’s zoomed-out camera perspective.

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