My role
Art, animation and visual development.
What I made
Selected assets, characters, motion and supporting visuals created for this project.
OPEN PROJECT ↗
PROJECT FILE
Art, animation and visual development.
Selected assets, characters, motion and supporting visuals created for this project.
OPEN PROJECT ↗
Portfolio covering game art, illustration, animation, motion design, UI/UX, graphic design, and visual development.
My name is Elvira Belyaeva. I’m a multidisciplinary designer and 2D artist working across game art, illustration, animation, motion design, and UI/UX.
I can join a project at different stages: developing its visual direction, creating characters and environments, designing interfaces, producing frame-by-frame or pixel animation, editing trailers, and preparing promotional materials. I enjoy creating not just individual assets, but cohesive visual worlds with their own mood and rhythm.
My personal style combines digital nostalgia and cute, playful imagery with darker, stranger, and gothic elements. I love mixing digital and physical techniques—from illustration and animation to sewing, knitting, sculpting, and styling. Different materials, one aesthetic.
I choose tools based on the task—and learn new ones when the project needs it.
I don’t build my workflow around a single program. I choose tools based on the task—and if the project requires something new, I learn it quickly and integrate it into the process.
I’m comfortable combining different programs, adapting to new styles and formats, working independently, and using feedback to find the strongest solution.
My education is a mix of formal design training, years of professional practice, and continuous self-directed learning.
Since childhood, I’ve been drawing, sculpting, inventing characters, and creating tiny worlds. At art school, I was especially drawn to sculpture, graphics, and composition, while independently learning vector art and animation in Anime Studio Pro and video editing in Sony Vegas. That was when I realized I wanted to work with movement, visuals, and storytelling.
I entered college planning to become a book illustrator, but gradually shifted toward animation and visual storytelling. Alongside graphic design, I studied form, light, composition, typography, and illustration with senior artists. By my second year, I was already working professionally on illustrations for apps, logos, brochures, and printed materials.
From March to September 2025, I studied to become a tailor-patternmaker and unexpectedly fell in love with it. Constructing patterns and complex silhouettes gave me a better understanding of form, structure, and volume. It also showed me that my personal style remains recognizable across drawing, sewing, sculpting, and knitting.
Most of my learning happens directly through work: when a project requires something unfamiliar, I research it and figure it out. This is how I learned Tilda, Unity, new animation and editing tools, UI logic, plugins, and other technical skills. For me, learning is a continuous process of collecting knowledge from different fields and combining it in my work.
I often become involved far beyond my official role. If a project needs ideas for composition, lighting, atmosphere, styling, editing, or visual direction, I naturally join the process.
I see the project as a whole and support it with everything I can do, from illustration and pixel art to motion, UI, styling, sewing, and physical crafts. I love when one idea can exist in different materials, whether it is made from pixels, fabric, or clay.
Roles: Motion Designer, Pixel Artist, Animator.
Roles: Motion Designer, UI/UX Designer.
Roles: Designer, Illustrator, Motion Designer, Pixel Artist, Animator.
Roles: Pixel Artist, Animator.
Roles: Art Director, Founder.
Roles: Junior Designer, Illustrator.
Roles: Motion Designer, Illustrator.
Roles: Concept Artist, Illustrator.
Roles: Junior Designer, Illustrator.
2025
Roles: Motion Designer, Pixel Artist, 2D Artist, Animator.
An unreliable narrative-driven adventure where reality constantly shifts around the player. A surreal mix of point-and-click exploration, dialogue, and psychological horror.
Centum was one of the projects I was most deeply involved in, working on it from the early stages of production. My work covered a wide range of visual tasks, including character portraits and animation, environments, in-game assets, and a mini-game.
One of my favorite parts was developing the visual concept for the dream sequences. I had a lot of freedom to experiment with them, and it was especially nice to see both the team and players respond so positively to the result. I also created and edited the promotional trailer and worked on additional DLC content.
Aseprite, Resprite, Procreate, PremierePro, ProcreateDr.
2026
Roles: Pixel Artist, Illustrator, Animator.
Rooked is a story-driven strategy and management game set around a strange chess club. The game combines a 3D environment with pixel-art characters and textures.
I was responsible for the character art and animation, creating all of the characters’ in-game movements and interactions. A big part of my work was expressing their personalities through movement: the way they walk, sit, idle, and pose. I also had to integrate the pixel-art characters naturally into the 3D environment, creating animations and poses for their interactions with 3D objects, such as sitting at tables, using furniture, and interacting with elements of the scene. Alongside the pixel-art work, I created non-pixel 2D character illustrations for the project.
Character design, character animation, walk cycles, idle animations, character acting, 2D/3D environment integration, object interactions, and 2D character illustrations.
Aseprite, Resprite, Procreate.
2023
Roles: Pixel Artist, Animator.
A pixel-art side-scrolling beat ’em up inspired by Korean crime dramas, built around brutal combat, environmental interactions, and finishing moves.
I joined the project during its final production stages, mainly working on missing character and combat animations. A large part of my work involved dynamic fight scenes, enemy finishers, and boss encounters, along with smaller character-specific and idle animations.
Character animation, combat and finishing moves, boss fight animations, enemy animations, idle and character animations, and trailer edits.
Aseprite, Resprite, Procreate, PremierePro.
2026
Roles: Pixel Artist, Illustrator.
A promotional video for WinLab built around the idea of career growth, following employees as they progress from entry-level roles to leadership positions.
The main challenge was keeping the characters recognizable as the real actors while translating them into a stylized pixel-art aesthetic. My workflow combined hand-drawn sketches with AI-assisted generation, followed by extensive manual redrawing, editing, and pixel-art cleanup. I also worked separately on characters, backgrounds, and visual effects to build the final compositions.
Portrait illustration, character likeness, pixel art, AI-assisted workflow, image editing, background art, and visual effects.
Aseprite, Procreate, Resprite, AIImageTools.
2023–Now
I work with indie developers, small teams, and individual clients on projects of very different scales—from individual illustrations, animations, and motion pieces to complete visual development for games.
My role changes from project to project. Sometimes I join for one specific task; sometimes I become responsible for almost the entire visual side of a game. I’ve worked on characters, environments, props, UI, animation, combat, and promotional materials, and for one long-term client I created the visuals for three different game projects almost entirely from scratch.
I enjoy moving between disciplines and expanding what I can do. Right now, I’m especially interested in going deeper into Unity and 3D, particularly low-poly workflows combining 3D with stylized 2D or pixel-art textures. I want to understand more of what happens beyond the visual layer and how everything actually comes together inside a game.
This is just a small selection of my freelance work. If something catches your eye, feel free to ask me about it.
I love making things with my hands and bringing ideas into the physical world. Over the years I’ve worked with ceramics, drawing, sewing, knitting, dolls, and all kinds of small handmade experiments. I’ve also worked as an art director on a short film, styling both the set and the characters.
I trained in garment construction and tailoring, learning to design and make clothing from scratch. I once applied to a Sportmaster competition as a fashion designer and was selected to participate with my own clothing concept.
Gavryusha started as a handmade toy and somehow became my personal mascot. He keeps finding his way into my work—including this website.
Styling is a big part of how I think in general. Even I become a little creative project of my own: I build looks through clothes, accessories, makeup, and even do my own nails to fit the character I want to create.
Right now I’m especially into ceramics, and one of my longtime dreams is to study puppet and stop-motion animation. If you’d like to see more of this side of my work, you can find it on Instagram—or just message me.
2021
Roles: Art Director, Motion Designer, Animator, Founder, Illustrator.
RetroGaze was my own vintage clothing store, bringing together fashion, design, and visual storytelling. I developed its visual identity and shaped the atmosphere of the brand both online and in the physical space.
I handled the visual side of the project, from branding, content, and styling to shoots and the store interior. But I also wanted RetroGaze to become more than just a shop—a small creative community and a place where people could meet, collaborate, and make things together.
That eventually grew into a wonderful team of photographers, models, and other creatives. We organized shoots, worked on ideas together, and even travelled for projects. RetroGaze became as much about the people around it as the clothes themselves.
Art direction, visual identity, styling, content creation, photography production, interior styling, and community building.
Some projects I’ve worked on can’t be shown publicly, but I can still share a little about my role and the kind of work involved.
Motion design created within VTB’s existing brand guidelines. My work focused on drawing and animating typographic elements, syncing their movement with music and on-screen action, and creating animated subtitles in After Effects. The main challenge was keeping the animation expressive and rhythm-driven while staying consistent with the established visual identity.
Skills: Motion Design, Typography, After Effects.
Pixel-art animation for a set of large, detailed character sprites. I worked with existing character designs, creating idle and walk cycles as well as smaller situational animations and poses. Some characters used interchangeable clothing and body elements, so the animations had to remain precisely aligned across heads, torsos, legs, and different outfit combinations.
Skills: Pixel Art, Character Animation, Modular Sprites.
I also occasionally work on smaller private commissions for indie developers and individual clients. These can range from a single character or animation to UI elements, game assets, illustrations, and other specific production tasks. Some of this work is private, unreleased, or simply not intended for public display, so it doesn’t appear elsewhere in the portfolio.
Skills: Game Art, Illustration, Animation, UI, Pixel Art, Graphic Design.
Additional details may be shared upon request.
These were two of my first personal game projects, created when I was learning pixel art and wanted to understand how game art actually works inside a game. I designed and animated the assets, then built both projects in Unity myself. Along the way, I learned the basics of working with code, hitboxes, character interactions, and animation implementation. They were essentially my playground for figuring out the technical side of game art before I started working on commercial pixel-art projects.
One of my earlier illustration projects, originally created as an NFT collection. I developed the visual concept, characters, and artwork, and later decided to build a small website around the project. It became my first real experiment with Tilda and web design.
A small pile of personal drawings, sketches, experiments, and things that never really belonged to a particular project. I rarely draw just for myself, so whatever survives usually ends up here.