IMPossible
Project Overview
IMPossible is a fast-paced roguelike action game where players take on the role of a mercenary whose nemesis passed away before she could take her rightful revenge. Now she has ventured to hell itself to find her nemesis and enact vengeance at last!
In IMPossible, you must battle through relentless waves of demons, utilizing a unique arsenal of upgradable powers, items, and blessings to carve your way to freedom.
This game was created by a team of 6 bachelor students for about 10 weeks in their third year of Digital Arts and Entertainment.

My Contributions
The first proof of concept was made completely by me you can check out the code here







UI Design
I focused on creating UI that fits seamlessly within the game’s dark and gritty world. Most elements were designed with a metal-inspired look, using heavy textures and dark tones to keep the aesthetic cohesive and immersive.
Ability Icons: Each icon was crafted to feel ancient and mysterious, using simple yet recognizable shapes for easy identification at smaller sizes.
Item Icons: Designing these icons was a highlight; with a hellish theme, I explored grotesque and whimsical concepts that added character to the game world.
Sin Path Icons: The masks represented unique character paths and influenced gameplay through colors, and themes. Each mask’s design reflected its distinct sin.
Character Concept Art
The main character: Needed to convey both menace and intrigue. I used triangular shapes in her design to communicate danger, balanced with circular elements to add a sense of connection. The color palette was chosen to make her stand out from the environment and enemies, ensuring that players can easily spot her in every situation.
Eggy: As one of the first designs in the game, Eggy set the tone for the project’s blend of whimsy and danger. As a low-tier enemy, he had to embody the game’s lighthearted side without feeling completely harmless. Eggy’s rounded shape, big eyes, and sharp teeth with small horns were designed to make him look slightly out of place in hell, yet capable of mischief and damage when players least expect it.




Character Texturing
Both textures were created in Substance Painter, focusing on strong contrasts and readability from a top-down perspective.
Main character: I used a limited color palette with subtle gradients to help the character stand out against the environment without overwhelming the scene. Since the character appears quite small in-game, I focused on conveying personality and clarity with minimal detail — aiming to say more with less.
Eggy: His textures were kept bright and bold to match his playful but slightly unsettling design. Particular attention was given to his eyes, which carry much of his goofiness and charm. The values were tuned to work smoothly with our in-game shader, which allowed us to shift hues for different enemy variants while keeping him visually consistent.
Character Animations
Due to time constraints, animations for the main character and standard imps were sourced from Mixamo. However, I created custom animations for characters without available assets:
Eggy: Developed a goofy yet readable run cycle, emphasizing his wide-stretching mouth to remind players of the threat he poses.
Ippo: This four-legged demon required a walk cycle, idle animation, and a charge animation. His movement was partly inspired by the gait and behavior of a dog, but adapted to feel heavier and more deliberate. Each animation was crafted to emphasize the weight of his large stature.
Gameplay Shaders
Dissolve – used for enemy deaths.
Ticking Enemy – a shader indicating imminent explosions, providing players with visual cues.
Project Details
- Genre: Action Rougelike
- Platform: PC
- Team:
- Aleksandra Zupanska – Artist, Animator
- Bram Vanbriel – Producer, Game Designer
- Jelle Moes – Lead Artist, Environment Artist
- Daan Demaecker – Lead Programmer
- Illias Van Riet – Sound Designer, Programmer
- Joshua Plettinckx- VFX, Artist
- Duration:
- Prototype: 23 September 2024 – 10 October 2024
- Production: 14 October 2024 – 28 November 2024
- Polish: 2 December 2024 – 12 December 2024
- Tools Used: Unity 2022.3.20f1, Perforce, HackNPlan, Photoshop, Substance Painter, Substance Designer, Zbrush, Maya, Blender, FMOD 2.02.24, Reaper 7.22
Key Skills Developed
- UI design
- Efficient teamwork
- Animation for top-down gameplay
- Prioritizing features under time constraints
- Fast iteration on concept and visual design





