Contents:
- The Path to Self-Expression: From Music to Art
- The Beginning of the Path: From Musical Experiments to IT and Game Development
- A Game Inspired by a Dream: The Path to Creating Offering
- A Unique Adventure in the World of Burn the Witch
- Formation of a Unique Artistic Style and Working with Unity
- Creating Scary Sounds in Games: Art and Technology
- Feedback and Development Prospects

Gamedev for beginners: 3 professions and creating a game in 1 course
Learn moreThe Path to Self-Expression: From Music to Art
You were originally involved in music. When did you decide to switch to art?
Music has been central to my life. I was passionate about drawing since early childhood, but now it’s difficult for me to look at my first works – they were a real psychedelic experiment. As a child, I created complex labyrinths on paper and showed them to my grandmother, who couldn’t find a way out. Later, she admitted that she always believed in my creative potential. At 16, I met a group of musicians, which prompted me to buy a guitar and start teaching myself. Over time, I achieved some success, but the true motivation remained hidden. I always knew that one day I would record an album or start my own band, but destructive habits such as alcohol and drugs prevented me from achieving these dreams. Now I understand that it is important not only to have talent, but also to take care of yourself in order to realize your creative ambitions.

In 2016, I began practicing consciousness expansion, but soon realized that I needed a change and more constructive activities. I immersed myself in learning sequencers for recording music and Adobe Premiere for creating video content. Along the way, I acquired a graphics tablet and mastered Photoshop, which allowed me to develop cover designs for my music albums. This passion for art gradually led to the creation of short animated videos. I aimed to create teasers for my albums, but the scale of the projects remained small. Creating a three-minute animation was a real challenge for me, since my creative potential only allowed for one minute. This experience became an important stage in my development as an artist and musician, inspiring me to further experimentation in the field of visual art and musical design.
Are you self-taught? Do you have no specialized art education?
I have a journalism degree, which has not yet found a use. I attended art school for only six months in fifth grade, but was forced to drop out due to bullying. I didn't study with my peers, but with older teenagers who were often aggressive. One day, while running from two boys, I hid under a car in a parking lot. They approached every car and looked under it, but fortunately, they didn't find me. These experiences left a deep mark on my inner state and shaped my perception of the world around me. Bullying at school can have serious consequences for mental health, and it's important to talk about it openly to help others avoid similar situations.
When did art become more important than music in your life? This question prompts reflection on the balance between auditory and visual experiences. Art and music often intertwine, but at what point does one begin to dominate the other? Exploring this transition can open new horizons in perceiving cultural aspects of life. Perhaps it is due to changing interests, a desire for depth of perception, or a search for new forms of self-expression. It's important to remember that every art, whether music or painting, enriches our existence and helps us better understand the world around us.
Since early 2018, I began actively pursuing animation, creating short sketches and teasers for the visuals of my concerts. Although I wasn't entirely satisfied with the results, I couldn't clearly articulate my desires. Around this time, members of my band began pressuring me, imposing their ideas on the kind of music I should write. This prompted me to decide to return to my solo career and develop my own style. I began creating album and single covers and posting them on Instagram. This became an important step towards self-expression and searching for my unique musical identity.

The beginning of the journey: from musical experiments to IT and
More and more musicians and artists are choosing careers in IT. This trend requires attention and analysis. In my case, my transition to IT was the result of numerous attempts to record an album, which, unfortunately, ended in failure. This underscores the importance of adapting to industry changes and seeking new opportunities for self-expression and professional growth. Working in IT offers a number of benefits, such as stability, remote work opportunities, and creative application of skills, making this path attractive to creative people.
The musical project took two years to create, with each song requiring between 700 and 1,000 hours of work. Unfortunately, the lack of a clear promotion strategy meant that interest in the album quickly faded after a single concert. This led to a profound emotional crisis. It is important to understand that successful promotion of musical content plays a key role in attracting an audience and maintaining interest in creativity. Effective marketing and fan engagement techniques can significantly increase your chances of success and prevent similar situations in the future.
To restore financial stability, I decided to follow my father's advice and began studying web development. In just two or three months, I managed to create my first project, which became an analogue of the popular "cursed sites." Despite the attractive idea, the lack of marketing meant that all efforts were wasted, and the project closed when the hosting period expired. This became an important lesson for me about the importance of promotion and marketing in online business.
Despite the difficulties, I mastered a number of skills and began offering my services on freelance platforms. However, due to the pandemic, the web design market became extremely competitive, and I was unable to effectively compete with more experienced professionals.
My path into the world of game development began thanks to my friend Vadim, who, inspired by my experiences in IT, decided to learn C# programming. During one of our walks, I suggested he create an interactive minigame for the website, and this became the starting point for the formation of the unvoid team. We began developing the game together, which allowed us not only to delve into programming but also to understand the fundamentals of game design and teamwork. This project became the foundation for our subsequent growth in the video game industry.
Although the minigame was never implemented, it became the starting point for a new project. I took on the art direction, and Vadim handled the programming. Inspired by this experience, in July 2020, we created our first prototype in Unity—a 2D game about a telepath who decides to take revenge, called "Sara's Skin." This project was an important step in our development and allowed us to delve deeper into the world of game creation, combining visual elements with engaging gameplay.
Psionics and telepathy have always been of great interest to me, especially in the context of emotional experiences, as depicted in the anime "Akira". There are a limited number of games in the gaming industry that explore these themes, which makes our project particularly unique and appealing to audiences. We strive to create a deep and immersive experience that will allow players to immerse themselves in the world of psionic abilities and telepathic interactions, discovering new facets of emotional perception.
Currently, we only have initial sketches, including main character animations, concept notes, and world descriptions. If we decide to return to this idea, the project will become much larger in scale, which will require significant financial investment. We strive to create a unique and engaging experience for users, so we are ready to invest in the high-quality development of the project.


Having realized that the gaming industry allows us to bring our own ideas to life, we decided to try our hand at game development. To start, we needed some practice, so Vadim and I chose a simple project—a gothic-themed mobile runner. In this game, the player fights vampires in a cemetery, creating an atmosphere of tension and engaging gameplay. We wanted not only to realize our vision but also to gain valuable experience in game development and design.
The development process turned out to be quite difficult for me. Although I have a great affection for Tim Burton's style, I didn't want to work in that direction. I was forced to create locations that were uninspiring, and eventually the project was put on hold. This happened when Vadim suggested changing the genre to tower defense, which took me by surprise.
A Game Inspired by a Dream: The Path to Creating Offering
You often mention your art game Offering and the amazing events associated with its development.
During a creative crisis, my girlfriend shared an unusual dream with me, which became a source of inspiration for me. I thought about the possibility of creating a game based on this dream. This inspiration grew into a project called Offering. Thanks to this creation, Vadim and I have found renewed energy and returned to the world of gaming.
The game's core concept is to create an immersive gaming experience that allows players to immerse themselves in a unique world and interact with it. Players can develop their skills, solve puzzles, and take part in exciting quests. The primary focus is on the interaction between characters and the environment, making the gameplay more dynamic and engaging. This concept aims to attract a wide audience and maintain a high level of user engagement, a key aspect of successful video games.
Offering is a unique art game in which players are immersed in a world of strange levels, encountering eerie creatures and overcoming original minigames. Developing unique gameplay mechanics presented a real challenge for the programmers, as finding suitable analogues proved extremely difficult. The game attracts attention thanks to its unusual art style and engaging gameplay, which allows players to test themselves in various situations and solve unconventional problems. Offering offers a new experience in the art game genre, immersing every player in an atmosphere of mystery and adventure.
The project was not completed for several reasons. The main one was a lack of resources, which negatively impacted its implementation. In addition, unforeseen complications arose that required additional time and effort to resolve. It's also worth noting that changes to the original project requirements necessitated a revision of the plan and implementation strategy. All these factors combined meant that completing the project on schedule was impossible.
We planned to present Offering at the Winter Indie Cup, but we encountered serious difficulties during this period. A worsening obsessive-compulsive disorder, problems in my personal life, and my grandmother's illness became a real challenge for me. I was caring for her in the village and continued working on content for the game in my free time. Despite all the difficulties, I'm committed to finishing the project and presenting it to a wider audience.
Ten days before the build deadline, Vadim was unable to complete his portion of the work, leading to creative disagreements that had already existed. He and I had different visions for key aspects of the game. Vadim insisted on using dialogue in the style of Everlasting Summer, while I believed the character should speak a fictional language and have the text appear on a black screen. These disagreements sometimes escalated into serious conflicts. Ultimately, after another argument, Vadim deleted all the work on the Offering project, leaving me with only a few animations and illustrations posted on Instagram.



A friend ruined your project, but you decided to continue working together?
In May, we announced a three-day game jam that brought our team together. Despite being extremely busy, we managed to create a build of Burn the Witch in just three days. Unfortunately, this project was unable to participate in the jam due to animation issues in Unity.
Although Burn the Witch was not presented at the game jam, I was very dissatisfied and urged Vadim to restore the Offering project. He agreed and began actively working on the game. Our main goal was to present it at the summer Indie Cup. However, as the deadline approached, Vadim changed his priorities and decided to focus on developing an Arkanoid game for his portfolio. After completing this project, he informed me of his intention to submit Burn the Witch. Vadim explained his decision by saying that it was more difficult for him to work on Offering, and as a result, Burn the Witch was nominated in the Rising Star category at Indie Cup S’21.

A unique adventure in the world of Burn the Witch
Players get a unique and immersive experience in Burn the Witch. Although the developer has many projects under his belt, this game stands out from the crowd. What features make it unique and where can one find inspiration for further development?
The developer shares his opinion on the Burn the Witch project, comparing it to the game "Knock-Knock-Knock" from Ice-Pick Lodge. He notes that he draws inspiration from the works of Nikolai Dybowski. Although their ideas do not always coincide, they often reflect the desire to create something original. The developer emphasizes the importance of deconstructing traditional forms and the need to make bold decisions during the design process.
The question of the user interface (UI) in the game generates a lot of discussion: "Why is there practically no interface in the game? Is this done to create the effect of an animated film or does it indicate the incompleteness of the project?" The lack of a traditional interface may be part of the concept aimed at immersing the player in the game world, which gives it the atmosphere of an animated film. It is important to explore how this decision affects the gameplay and the perception of the plot, as well as interactions with characters and the environment.
The developer shares his opinion on the UI design: "We discussed a lot with Vadim about what the UI should look like. I believe that the interface should not distract the player from the gameplay. Unnecessary icons and numbers only detract from the game's immersion. I prefer the interface to be seamlessly integrated into the gameplay. For example, in Dead Space, the player can press the stick to view a route, and health information is displayed on the character's back.
When creating Burn the Witch, an emphasis was placed on integrating medical elements into the gameplay without them being too obvious. Instead of a traditional first aid kit, the protagonist interacts with an owl with bolts in its head. By pressing a button, the player frees the owl and restores the character's health, which adds additional depth to the story and strengthens the connection between the protagonist and their surroundings. This approach not only makes the gameplay more engaging, but also promotes a deeper understanding of the game world.

Burn the Witch may seem like a standard platformer, but the developer emphasizes the presence of deep narrative elements. "To truly appreciate this, you need to experience the game in practice. For example, the healing mechanics in the game will be presented in a unique format," he notes. This emphasizes that Burn the Witch offers players not only exciting gameplay but also an interesting story that unfolds as they progress.
The game's plot centers on an ancient clan that oppresses the inhabitants of the forest. The main character is Reon, an adept of this clan, who is entrusted with a task. Although his heart is filled with darkness, over the course of the gameplay, through dialogue and interactions, the player begins to realize that there is a bright side to Reon. The game offers deep character development, allowing players to explore Reon's internal struggle between good and evil, adding additional depth to the story and increasing gameplay interest.
The game's leveling system differs from conventional solutions. Instead of a traditional menu, the player is faced with a cauldron from which a demon appears, asking questions. This unique element not only enlivens the character improvement process but also adds additional plot depth, drawing the player into the game world.

Developing a Unique Artistic Style and Working with Unity
In recent years, I have often been compared to Zdzisław Beksiński. This artist is known for his unique style and profound concepts. The question of how I managed to find my individuality in art becomes especially relevant in light of such comparisons. I strive to create original works that reflect my thoughts and emotions. I draw inspiration from my own experiences and observations, which allows me to develop my style and avoid imitation. In this process, it is important to maintain sincerity and honesty with myself and the audience, which, in turn, helps me stand out from other artists. Realizing my individuality has become a key point in my creative journey.
Many people share similar comments, and this is not surprising. My path to self-expression has been difficult and full of challenges. I spent many hours drawing, and in the process, I developed a unique style. This style emerged unexpectedly when I began creating to the sound of music. For example, while listening to the track Atoms for Peace, I took a sheet of A5 paper, hung it on the wall, and began experimenting with a ballpoint pen. At that moment, I experienced something amazing—it was as if the music was guiding my movements. I want to emphasize that at that moment, I was not using any illegal substances. Music had a significant influence on my creative process, confirming the connection between art and sound waves. My style developed from small strokes that dynamically convey my emotions on paper. It became a compromise between my inner experiences and the desire to express them through art. I explored various methods of self-expression, using both traditional media such as paper and modern digital tablets. This approach allows me to find new dimensions in art, combining classical techniques with innovative methods.
Obsessive-compulsive disorder (OCD) can significantly impact productivity. People with OCD often experience obsessive thoughts and ritualistic behaviors, making it difficult to focus on tasks. These constant distractions can lead to delays in completing work and a decrease in the quality of results. OCD management strategies, such as cognitive behavioral therapy and relaxation techniques, can help improve concentration and increase productivity. It is important to understand that social support and professional help play a key role in managing OCD symptoms and restoring effective work.
I often dwell on the thought that my drawings have no value. However, I continue to create, ignoring these doubts. My works are a reflection of the inner pain and experiences I experience. Each work is a step toward understanding myself and my world, despite negative thoughts. Creativity becomes a way for me to overcome difficulties and express emotions.
What happens to this "sick" art? Is it fading into oblivion? In recent years, there has been a growing interest in works that evoke an emotional response and touch on profound themes. Instead of disappearing, such art finds new forms of expression and audiences eager to understand its essence. It continues to influence society and provoke discussions, forcing people to reflect on the most important aspects of life and human existence. Thus, "sick" art does not lose its significance; on the contrary, it becomes an important element of cultural dialogue.
I am not abandoning my work. I previously mentioned my emotional state during the creation of the game Offering. During this time, I focused less on critiques of my drawings and more on the experiences happening in my life. This pain has become an important part of my works and is deeply reflected in them.

Art style in «Burn the Witch» is a unique blend of traditional and digital art. It imitates the technique of pencil hatching, while creating a modern visual effect. This approach allows for the atmosphere and dynamism of the plot to be conveyed, making the work engaging for viewers. The use of digital technology in combination with classical methods allows artists to experiment with textures and colors, which enhances the overall perception of the work.
I am often asked questions about my artistic methods. This is nice, but in fact, I work with brushes in Photoshop, not real pencils. Last summer, I came across a set of brushes, and one of them perfectly imitated oil pastels. I used this brush to create content for the games Offering and Burn the Witch, and it has become an indispensable tool for me in the creative process.
The number of frames required to create a single animation depends on various factors, including the duration of the animation and its desired smoothness. An animation with a frame rate of 24 frames per second, which is the standard for film, would require 24 frames for one second. Thus, a 5-second animation would require 120 frames. However, for smoother animation, 30 or even 60 frames per second can be used, increasing the overall frame count. It's also important to consider the animation style and target platform, as different formats may require different approaches to frame generation. Choosing the right frame rate is critical to achieving the desired visual effect and smoothness of movement in the animation.
Vadim demonstrated to me how atlases are created for pixel art games, where each character animation typically requires three to five frames, and sometimes even just two. This approach doesn't appeal to me, as my animations mostly involve longer movements—from five to thirty frames. If I weren't under strict time and budget constraints, I would aim to create each animation with at least thirty frames. Incidentally, the animations in Offering were significantly smoother than in Burn the Witch, sometimes reaching the level of 1940s cartoons. Smooth animation plays a vital role in creating a fun gaming experience, and I believe quality animation can significantly increase player engagement.

Are the current animations in Burn the Witch not meeting your expectations?
Yes, the visuals still look a bit clunky and unfinished. However, the first release was even worse. Before we were nominated, Vadim and I focused on improving the graphics in Unity. I completely rewrote the animations, reworked the textures, and increased the complexity of the levels by adding forest elements. For me, the forest should evoke a sense of anxiety, not consist of three branches sticking out of the ground. This made Vadim's task more challenging, as additional optimization was required to improve performance.
Learning Unity can be challenging for a creative person. Since Unity is a powerful platform for developing games and interactive content, it requires an understanding of both artistic and technical aspects. Creative individuals can find it challenging to adapt to programming and working with code, which is a crucial part of developing on this platform.
Furthermore, Unity's interface can seem overwhelming to those unaccustomed to technical tools. Diving into concepts like physics, animation, and asset management can be overwhelming for those focused on creative tasks. However, with practice and patience, creative individuals can learn to use Unity effectively, applying their artistic skills to creating engaging content. It's important to remember that over time, mastering the technical aspects of development opens new horizons for creativity and self-expression.
I have no problem using various editors and have significant experience in this area. I admit, it was difficult at first, but having someone to explain all the nuances made the process much easier. This allowed me to avoid spending hours searching through YouTube videos. I appreciate the opportunity to learn from experienced colleagues, which significantly speeds up the development of new tools and increases my productivity.

Creating Scary Sounds in Games: Art and Technology
Creating scary sounds in video games requires a deep understanding of sound design. A musician working on sound design invests significant effort into creating a high-quality audio project. Sounds in games are more than just noises; they tell a story, capable of immersing the player in an atmosphere of fear and tension. Every sound, from rustling sounds to sharp screams, plays a vital role in shaping the emotional perception of the gameplay. The correct use of sound effects can significantly enhance the gaming experience, creating a unique atmosphere and memorable moments.
Creating sounds is a labor-intensive process that requires a lot of time and creativity. For example, for the death sound, I experimented with various materials. I cracked eggs with a knife in front of the microphone, mashed fruit, and even used my voice to imitate splashes. The recordings of the witches' screams were partially done with the help of my girlfriend, which helped create the right atmosphere. A particularly memorable moment was when I was working on a boss in Burn the Witch. Every character's movement sounded like a scream, and I got so carried away with the process that I eventually lost my voice. This experience highlights the importance of sound in the gaming industry and how it affects the perception of a game.
It is recommended to play the game with headphones to fully appreciate the sound palette. Headphones allow you to immerse yourself in the game's atmosphere, highlighting details of the sound design that might be missed when using speakers. Sound effects, music, and dialogue become clearer and more spacious, significantly enhancing the immersive gaming experience. Headphones also help improve sound directional awareness, which can be critical in certain gaming situations. Using high-quality headphones also improves the overall acoustic experience and immerses the player more deeply in the game world.
Each sound in the game has a multi-layered structure and requires careful development. Creating a single sound effect can take several hours and may include up to ten tracks, distributed between the right and left ears. This allows for surround sound: one sound can be heard in the right ear, another in the left, and a third in the center of the soundscape. This approach significantly enhances the player's immersion in the game's atmosphere and improves the overall perception of the sound design.
The game's sound design plays a key role and includes elements such as reverb, layering, and slicing of sound samples. For example, to create a character's death scream, I use a combination of different sounds: my own scream, as well as the cries of animals, such as a lion or a sparrow. The sound of Reon's sword strike is formed by a combination of the sound of a torch being lit and the flash of fire, to which the crowd's screams are added at the end, creating the atmosphere of an amusement park. Some sound files were recorded using unusual methods, such as belts being slapped on the back. However, I prefer not to go into the details of these processes for censorship reasons. Effective sound design not only enhances the perception of the gameplay but also immerses the player in the atmosphere, creating a unique experience of interacting with the game world.
Feedback and Development Prospects
The game evoked a wide range of reactions from viewers. Many players noted the gripping storyline and engaging gameplay that immerses them in the atmosphere of the virtual world. Viewers also praised the graphics and sound design, which made the gameplay even more enjoyable. Some comments concerned the difficulty of the levels, which generated interest and a desire to complete the game. Overall, the game has received positive reviews and generated a lot of discussion in the gaming community.
Feedback came after participating in the Indie Cup. I received several messages from viewers, and one of the indie publics highlighted our game. During the event, a streamer streamed a build of "Burn the Witch," and I was amazed by the audience's reaction. Many commented: "I want to play, but it's scary." This indicates that the game is engaging and leaves a strong impression, which is an important aspect for successful promotion in the indie game market.
Some users expressed fears that once they started playing, they might end up in a mental hospital. I concluded that the streamer's audience was likely quite young, or people were too accustomed to more harmless games and had not encountered dark visuals. I didn't expect "Burn the Witch" to be scary, unlike "Offering," which is truly rife with terrifying moments. This underscores the importance of understanding game content and its impact on players' psyches.
During the process, I received commercial offers. One client expressed a desire to commission art for their game, but I had to decline. Unfortunately, not everyone understands that creating high-quality and detailed content requires adequate compensation.

Your creations are a psychedelic experience that immerses the viewer in a unique atmosphere. Sometimes they are conveyed with seriousness, as in the game "Layers of Fear", while "Dogolrax" uses a comedic approach. What is the main idea of your work?
There is practically no room for humor in my projects. I don't consider myself an exclusively serious person, but I strive to convey my thoughts and emotions through my creativity. The subconscious, visions, the consequences of personal actions, life experiences, and even nightmares create a unique atmosphere in my games. Players, exploring worlds, gradually assemble fragments of the overall plot, and in the end, a complete picture is revealed to them. Every element of the game is thought out and imbued with meaning, which allows for a deeper understanding of the underlying ideas and experiences.
You raised the issue of the importance of going beyond generally accepted norms and discussed soulless commercial projects. How do you understand the term "soulless commercial project"?
I prefer games with a deep story and a well-developed setting, where the emphasis is not only on shooting and dynamics, but on an engaging plot. Games devoid of a creative approach and focused solely on commercial aspects do not appeal to me. Therefore, "Fortnite" evokes more sympathy than "PUBG". Nevertheless, among shooters, you can find truly interesting projects, such as "Bulletstorm", "Shadow of the Damned" and "Vanquish". These games stand out because the developers put their heart and soul into them, creating detailed universes, captivating lore, and memorable characters, which can be seen in both Gears of War and Dead Space.

Current status of the project ‘Burn the Witch’ is actively developing. The unvoid team continues to work on improving and expanding the capabilities of this project. Updates aimed at improving the user experience and introducing new features are expected in the near future. We strive to ensure that ‘Burn the Witch’ remains relevant and interesting for our users, so we are actively collecting feedback and recommendations. In the future, we plan to launch new initiatives that will allow us to better interact with our audience and expand the functionality of the project.
After our project was nominated for «Rising Star», new disagreements with the programmer arose. We are not able to prepare a new build version for the competition in time, and the current version does not meet our requirements. The situation is complicated by Vadim's refusal to help with Offering, as he permanently left the unvoid project at the time the material was submitted. I'm actively seeking like-minded people to advance the project and considering hiring a new programmer to implement unique mechanics in Offering. If all goes according to plan, I'll be able to present the game at the Winter Indie Cup in January. I'd be happy if anyone interested could offer assistance or join the team.
I have many ideas for future games, but my first focus will be on reviving the Offering project. This game will definitely see the light of day, even if there are global changes.

Being a multifaceted person, I perceive myself as a combination of a musician, animator, and a developer. My life's journey is unique, as each of these fields has enriched my creative experience and broadened my horizons. Music inspires me, allowing me to create emotional connections, while animation and visual art bring my ideas to life. Development adds a technical component, allowing me to realize projects at a high level. Thus, I combine these three fields, which makes my approach to creativity unique and multifaceted.
I avoid labels and don't identify with specific categories. It's important to me to find ways to express my inner world. I have many ideas that I strive to fully realize. If I manage to monetize my creations, that will be a pleasant bonus. Otherwise, I will continue to develop in music, games, and film. Once I realize all my plans, I will consider my mission complete. Everything else doesn't matter to me.
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