Gamedev portfolio
Jump to: Art assets – Level & game design – Music – Other art
Hi! I’m Daniel Lenarčič, also known as BBLIR.
In this portfolio page I will be showcasing my game development and art experience, as well as other notable artworks and musical compositions. The majority of the pieces here are reminiscent of 80s retro games (meaning I specialize in pixel art and chiptune), as I’m most efficient at it, but I’ve worked in Illustrator, Photoshop and Blender to create art and animations.
Art assets
Static
Before working on my current main project, I briefly worked on a 2D action game, which this mockup is based on.
The premise here is that Ether, the main character, is traversing a post-nuclear, war-torn Earth, as he makes his way back to civilization (after being exiled due to a major accident). The area is patrolled by drones, belonging to the main villain of the story, who is on the lookout for the crystal that you can see next to the health bar (it provides the user with special powers).
This is the title screen art for the aforementioned main project – Lyrestruck. I aim to create a sense of mystery mixed with fear, so I picked a forest setting, and drew the main character, Irina, behind a tree.
Animations
This is a highlight of my larger animations – the title screen of Mega Met. I drew the individual frames on paper, scanned them and rendered the sprites, resulting in the jumping characters you see. The letters I constructed in perspective and moved little by little to create a look of solid objects. The two were then combined using code (timing the animation to have Mega Met land just right.) More about Mega Met (the game) below.
This animation is one I’m really proud of, balancing detail suitable for a boss and readability of the sprite and motions. This is the main animation for Atlantis, the boss of my entry at MaGMML3 (seen below, video @ 2:50).
Level & game design
Lyrestruck
Lyrestruck is my main solo project, inspired by games like Metroid, Castlevania: Aria of Sorrow and Undertale. It is a 2D platformer Metroidvania built on music, atmosphere, and Irina’s challenges in and below Lyrestruck forest.
Five main areas are planned for the game – the Forest, Cave (HUB), Abandoned Laboratory, Swamp/Atlantis and the Weird Dimension (names TBA). Since de-scoping and restructuring, the forest area is complete, as well as parts of two other areas.
Here I have included a recording of the game in its current state, working towards a second demo.
Mega Met
This is likely my most well-known game at the moment, on its way to a 2026 release. It is a Mega Man fan game, featuring an altered version of Mega Man that can hide under a shield. The game utilizes this mechanic not only to let the player avoid damage, but is also used to deflect shots at other enemies, as well as locks to open doors.
Aside from being the director, I take care of most of the graphics and have made half of the levels. Shown is the intro stage, teaching the main mechanics.
A (now very old) demo was featured in the 2021 edition of SAGE, with a new demo coming this year.
Outsized!
My entry to the 2024 Game Maker’s Toolkit Game Jam, where the theme was “Built to Scale”. The game consists of 2 parts: building the arena and fighting in it. Which character the player controls is decided by the game.
The game can be played here.
Make a Good Mega Man Level Contests
MaGMML3 – 11th place/175: Access Corridor Alpha
I created this level in 2018, with the game coming out in June 2024. Access Corridor Alpha is based on the NES game Metal Storm, where I borrowed tile set, enemy and obstacle design, and adapted them to the Mega Man style. I also translated its main mechanic, gravity switching, and based the stage around it.
MaG48hMML – 14th place/107: Frigid Inferno
Prior to the start of MaGMML 3 submissions, there was a level design contest with two restrictions:
- the level had to be made withing 48 hours
- the enemy and gimmick set was set by a randomizer
I got seesaw platforms and crystal droppers, which gave me the idea to create a theme of fire & ice. I started by introducing the enemies and droppers, then the seesaw, and finally combined the two gimmicks to create a new level of challenge for the final sections.
MaGMML: Episode Zero – Scorched Factory
This game, released in 2020, was a spinoff of the main contest lineup, and instead of a competition, each level approved by a QA team.
Scorched Factory was the first of 2 levels I submitted, and I designed to be an early-game level, and so I designed it to test the player’s skill with the stomp mechanic, and generally aimed to make it easier. This level features an original tile set and background, as well as the midboss and boss sprites.
MaGMML: Episode Zero – Forgotten Fortress: the Lab
The other level I designed for the game, this time focusing on taking advantage of Zero’s increased speed and mobility compared to Mega Man as seen in the other games (as well as the official Capcom games).
The theme is based on my MaGMML2 level (Forgotten Fortress), specifically the “lab” section.
Music
Bossfight
Boss theme intended for the Ether project.
Lyrestruck Main Theme
The main theme of Lyrestruck that plays on the title screen.
You are... the Boss!
Gameplay theme when playing as the Boss in Outsized!
Thrill Screen
Remix of Theme C from NES Tetris, made as background music for level 29 and beyond, formerly known as the Killscreen.
Mechanical Beat (overgrown)
Alternate theme of the mechanical area in Lyrestruck (likely unused).
Endgame Level
Level theme for the first in the endgame level gauntlet planned for the Ether project.
Other art
This is a piece of concept art I created in Blender for a world-building competition (Christian Faber’s Rebel Nature), where I designed a robot and its environment, and assembled a composition that I rendered.






