This is the first game where I had a chance to try myself as an Art-director and Level Designer. I was working on all the 3D elements, texturing and lighting using such tools as 3ds Max, Unity, Photoshop. Textures were found on open sources or textures com and modified according to the retro stylised graphics. The work on animations was done together with the developer. Some of 3D decor elements were made by a junior 3D Artist in Blender under my guidance.
The Blessed Burden Game took a Rising Star Award at the Indie Cup Ukraine 2023, with a comment from the jury for "oozing with style" and featuring "a fantastic retro aesthetic".
Intro Level | Gateway
The main goal in this level is to introduce a player to the game, its mechanics and atmosphere. So it's not hard to pass it, it doesn't have any traps or really challenging platformer elements. It's just a direct path to slowly move towards the dungeon entrance.But it shows the rules of the game: this place is hostile, you are not welcome here, however, there is something beautifully intriguing and you do want to figure out what it is.
Demo Level | Descent
This level was the first we made to test the idea and main mechanics of the game. So it has a clear corridor structure filled with traps and platformer elements. Most of them will be reused in the next levels, so it was made to be easily duplicated and applied to different contexts.
After an open Intro Level, this level is supposed to make a player feel claustrophobic and uncomfortably tight, so he knows he has just entered the dungeon, and there's no way back. There will not be any calm and peaceful moments, danger awaits you at every step.
Towers
After finishing mechanics and traps testing on two previous levels, The Towers level was made with more attention to the overall composition of the whole level structure and building relationships between open and close spaces. It was made to be dynamic, contrasting and filled with challenging traps and platformer elements.
The game has 10 levels in total each with unique atmosphere. Beyond the first three levels, the remaining stages expand the world’s narrative and visual identity, gradually increasing difficulty while reinforcing the game’s retro-inspired aesthetic.
Each level was designed to evoke specific player emotions: from curiosity and unease in the introductory areas to tension, fear, and challenge in the deeper dungeon sections. I paid particular attention to the interplay between open and closed spaces, guiding player movement, and building visual cues to enhance exploration and immersion.
Every element was crafted to create a cohesive, immersive experience that draws players into the world of Blessed Burden.