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Hi!

I'm 


Marion

Kucharski 





Who am I ?

As a student in narrative video game design, I love creating my own worlds and characters, imagining games where they can be showcased or where they themselves enhance the gameplay or the experience.

I hope to share my universe with you and, perhaps, have the chance to work together.



    CV (FR)   


My work


Cursed Dolls

Final Diploma Project  


All my rôles :

  • Narrative experience editor
  • Concept artist
  • Environemental designer
  • Environemental artist
  • Lead editor
  • UI designer
  • 3D generalist
  • Character designer



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In Dev

NAD Winter session Project  

All my rôles :

  • Concept artist
  • Environemental artist
  • 2D Artiste
  • Character designer

WORK IN PROGRESS

        What's done so far

 

2D Models  

Two 2D models using voice detection or motion capture, entirely designed and developed by me upon clients requests.

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3D Project 

 As a 3D Generalist many of my projects are created using Maya, Substance, Renderman, Nuke, and Photoshop. Here are a few examples!

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Characters and concepts

This section showcases some of my 3D and 2D character work, created digitally or on paper.


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Cursed Dolls

To complete my Level 6 diploma awarded by the Brassart Nantes institution, I had to create a game demo with a small team, providing a short experience and showcasing our skills and learnings.

For this project, we were a team of four students and, as a result, had to take on multiple roles.

The Cursed Dolls project was made in 9 months by a team of four students of wich i was part of and got the oportunity to work many interessting posts.

Now that you know a bit about it, here's my contributions.

Here's more precisions !

 

Environemental designer 

 

For this part i had to design an old house interior so it would feel both secure and somewhat familiar but also secluded and a unwelcoming

UI designer 

 

I got to design, draw and implement the in game UI and design objects according to the narrative directions.

I also animated and drawn all the collectible obects and designed (not realised) the inventory menu  ​

This is the text box of our protagonist and some of her reactions  ​

I designed hearts, drew and integrated them in our project to make aan efficient HP indicator.

Pipeline manager

 

I a team of 4 the management regarding tasks programing, planning, communication with external departement (Audio designer) was also a big part of my roles. Using AzurDev OPS, exel sheet with weekly playtests, discord server with daily updated channels and Trello for task check ups i supported our team and ensured work was delivered on time and up to video game studio's standard.

Character Designer

Our divers bosses being remanances of little girls traumatised and killed in tragic way i had, alongside others in my group, to deign two of them.

Based on the way they died, i imagined two Dolls faced entities linked to the room in wich they met their tragical fate.




The Human design of thoses had to be discoverable through in game choices, indicating the player had freed their angry souls instead of simply killing them. 




Narrative expérience editor


 As the lead for the narrative aspect of this project i had to do research and trials on how peoples view traumatism and how they respond to it. 


It lead to reading books about traumas and how they'd influence children and their devellopment or the perception of the world they would start to experience afterward.



For the game to be as immersive and impactful for the players i reserched intensively how to make horror game but also how movies and even books mantains tension through their stories being through visual, sounds, description, composition or even with what they don't tell the player.


 

Even though the game explores a heavy theme, it still needs to provide a meaningful experience.

By searching human behaviors and tendencies i managed with my team to create a short and memorable 1rst experience that still presente the overall idea of what the players would expect if they played the whole game.


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In Dev

As part of our winter session project at NAD, we are required to provide a game that is currently under development.

Environements 

  Assuming the role of Environment Artist, I work closely with the game design department to ensure that rooms, tiles, and background assets are cohesive and well-purposed.

Characters 

  The player will use a small test dummy as an avatar in this game, accompanied by a narrator represented by a head. Together, they will explore and discover the universe in which they are both now trapped.

Combining backgrounds, foregrounds, and middlegrounds was an important aspect of the environment, as it allows us to create parallaxed environments. It renders scenes with greater depth and makes the character feel more anchored within it.

As a small test dummy, the player's animation makes him appear dearticulated. His head bobs while he runs, and his arm joints can slightly extend. 

Some squash and stretch also give him a more cartoonish appearance.

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Nico's avatar and Nikyni Misagi's Vtuber Model

2D Models

2D pixel art animated avatar.


Entertainment avatars

 Nico's cat avatar

Idle

 



 

Talk



Loaf idle

 

Loaf Talk

 

 

 

Following up a demande i had a meeting with my client and as he explained his vision i quickly sketched what his description looked like.

Final Product


For him to have a cohesive branding and an easy communication for future projects, he also commissioned a référence sheet.

Nikyni Misagi's Model

VTuber model's are a specific type of avatar using motion capture so the avatar follows the puppeter's mouvements.

Starting from a rough sketch and a concept idea, i had to make a full 2d model from scratch using photoshop and Live 2D Cubism that i learned on the go.


Live 2D Cubism being a software made for 2D animation and model creation for wich i had to organize and drawn a 2D model That i then separated into meshs that i rigged and made fit for motion capture.

 Multiple outfits and colors

In order to make the model appealing and customizable depending on the event i had to design and include different toggles that would display various outfits, accessories and hair styles.

Rigging and settings

As a Puppeter for thoses models, you need to have it fit your face expressiveness so i had to carefully set parameters and fully rig the photoshop Layers so they follow the mouvement well. 

Toggles for different elements

For a streaming usage, this model needed different accessories only displayable when the client wanted.

3D Projects


Since i started 3D animation, VFX and video games Schools, i Learned to deliver work you would expecte of a generaliste 3D modeler.

Here are a few of my projects made with the knowledge my formations provided.

Potion Witch's house - Diorama

Here is the processe followed to create a witch's house in about a week

Modeling

 

Texturing and lighting

 

Sketch

 


Camera Tracking

Nuke VFX 

Using a simple camera footage and a few assets i integrated a castle and foreground ruins to creat a whole new ambiance and prctice VFX integration.

Final work

Raw footage


Day Lighting

Night Lighting

The Hero'S Lair

I imagined Klee's bedroom from Genshin impact and produced every assets, worked on the composition to get the best angle and created two lighting to have a night and day version

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Characters and concepts

This section showcases some of my 3D and 2D character work, created digitally or on paper.

Fan-Art

These 3 character are from 

Zenless Zone Zero, a title 

made by Hoyoverse


Sketches 

I picked up the habit of sketching and training everytime i have a chance in hope of progressing and increasing my speed when it comes to anatomie and posing either it being from references or imagination.


2 D Models and banner

Following up the 2D Model i did i continued on improving the design and started a second one, changing the art style, redesigning and clothes and body features.

Waiting banner


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Don Quijote, Sancho Panza & Dulcinea

From the Don Quijote Novela

For this project I picked a children's book like artistic direction to realise this little groupe and their mount, realising turns, in contexte poses and inventory.

Character design and Concept arts


Uproot, Character side kick and pet






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