
Last Elevator Down
I'm OK Studio
2019
This was a passion project I worked on in 2019, alongside a small indie team. I joined as the first and only artist, later leading the art direction and supervising additional artists who joined the team. I developed the game’s unique pixel art style from scratch, working on everything from visual concepts, environments, characters, animations, props and UI elements.
The game was intended for release on Steam. It explored the surreal, inner world of a person with Dissociative identity disorder, who had fallen into a coma. While development eventually paused, we created couple of rich, atmospheric levels. Even though it was never released, I’m really proud of the work I did here, this project taught me a lot about style consistency and visual storytelling.
A short mood video.

City building designs.


Cathedral

Manor - Office

Manor - Outside

Manor - Entrance

Manor - Library

City Outskirts
Various in-game location backgrounds. City, outskirts, manor and it's interior.

Shady Character

Homeless Monk

Priest

Main character walking front

Main character walking side

Brain in a Jar

Futuristic Table

Vending Machine flickering

Train Stop
Selection of pixel art characters, props and animations that I worked on.



Journal

Tapes and Recorder screen

Inventory
Various UI designs, including interacteble elements like main menu, journal, inventory.

Dragons: Create and Fly!
Piu-Piu
2015
A playful game for young children where players build their own dragon from a variety of parts and watch it come to life. I joined the project in its early stages, continuing the visual direction set by a previous artist. I created additional assets, UI elements, animations, and marketing materials.


Cat Witch and Pegasus characters.









Obstacle elements.



Main Menu screen

In-game UI design

Constructor parts

Constructor screen

Poncho
Delve Interactive
2015
I was commissioned to create early concept art for Poncho, a philosophical pixel art platformer. My task was to help shape the game's visual tone and worldbuilding by designing character concepts and few environments. It was a brief, but inspiring experience.






Murder in the Alps
Nordcurrent
2013
My very first game project as a full-time game artist. I worked closely with the lead artist, focusing on highly detailed background scenes for this hidden object mystery adventure. The goal was to create immersive, cluttered locations that felt interesting and visually distinct, even when filled with dozens of elements. Some scenes included special zoom-ins, mini interactions, and day/night versions.















