Promotional concept cover for Astonia with Demon armour and N’Thoral; not an in-game capture.
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Game development · MMORPG / PvPvE / 2026

Astonia

In Astonia, I work on what makes a boss recognisable, how an attack plays and the world that grows around it.

Explore the game
Game developmentLocal prototype / In developmentMMORPG / PvPvE / Game design / 3D & animation / World building
Approach & skills
  • Game design
  • Art direction
  • World building
  • JavaScript
  • Animation
  • Canvas 2D
  • Tool development
The design question

How does a character design become a boss you can read during play?

My choice
I work from silhouette and posture to viewing directions and attacks. The character needs to remain recognisable among sprites and effects.
What you see here
Model studies, the character workshop and an in-game test where I examine attack, timing and impact.
The real character workshop with the N’Thoral model, eight viewing directions, animation choices and frame controls.N’Thoral / character workshop
My own modifications and development interface / game foundation: Astonia 3.
World building / MMORPG · PvPvE

From Cameron
to the Confluence.

My story world grows with its characters. Follow the chapters, from the first recipes to the new gods.

A game capture of Cameron, with the isometric town, characters and development interface.

Chapter 1 / Getting to know the world

Cameron Tales

The first steps in Cameron. You learn to fight, explore the surroundings and discover how flowers become elixirs. Small choices make the game world familiar.

Brew your first elixir
The existing Astonia concept cover with Fire and Ice Demon armour and a dragon in the background.

Chapter 2 / The first demons

The Demons Awaken

Fire and ice disrupt the familiar routes. These first demons are a stepping stone towards greater powers. Their elements return in attacks, silhouettes and Demon armour.

View the art and armour
Fire Demon
Fire Demon
Ice Demon
Ice Demon
Fire & Ice / equipment
Concept sheet of Fire Demon equipment with dark-red armor and separate armor pieces.
Fire Demon / equipment design
Concept sheet of Ice Demon equipment with icy-blue accents and a rugged cape.
Ice Demon / equipment design
Concept splash of Thor with Mjölnir, a rugged cape and lightning over a stormy mountain world.

Chapter 3 / Thor / thunder and ancient powers

The Old Gods

The world holds powers older than the awakened demons. Thor gives that scale a face: heavy armour, Mjölnir and thunder. A divine silhouette that must remain recognisable as a small game character too.

From model to game sprite
Thor / Mjölnir
Thor / Mjölnir
Updated Drauger splash with three correctly attached chest medals, a red cape and lightning spear, with N’Thoral behind him.

Chapter 4 / Marshal v. Drauger / N’Thoral

The Corrupted High Order

Corruption reaches the military order. Drauger's medals, rank and cape tell you who he is; his spear signals a lightning strike. Behind him, the threat of N’Thoral returns.

View the model studies
Marshal v. Drauger
Marshal v. Drauger
Nocturnis as a black-armoured Void knight with a purple blade in front of a rift in space.

Chapter 5 / Knight & dragon form

Nocturnis, Guardian of the Void

Nocturnis waits at the edge of the Void. The heavy knight form and the dragon form share the same dark presence. I explore how those forms become readable in movement and combat.

View the boss battle
Knight form
Knight form
Dragon form
Dragon form
The five Pentagram Lords in their distinct red, blue-red, purple, ice-blue and orange armour, with Omnis as a shadow above them.

Chapter 6 / The five Pentagram Lords

Rise of the New Gods

Enktar, Nemesis, Ostimo, Acifal and Burnak form the new order. Five elements, five distinct identities. Ostimo takes the centre; each Lord has its own splash and an animated game character.

Meet the five Lords
Enktar
Enktar
Nemesis
Nemesis
Ostimo
Ostimo
Acifal
Acifal
Burnak
Burnak
Omnis-Rath as a silver-black winged knight with red eyes and a pentagram crown, on a ritual platform before a moonlit castle.

Chapter 6.5 / Omnis-Rath, The World’s Catastrophe

Confluence of the Bound

Five powers are bound to the same ritual. From their convergence rises Omnis-Rath: black and silver, enormous wings and a narrow red gaze. The Confluence marks the next turning point in my story world.

Discover the powers behind the ritual
Omnis-Rath
Omnis-Rath
The five distinct Pentagram Lords unite their powers on ritual seals while the winged Omnis-Rath appears above the center.
Confluence of the Bound / the five Lords and Omnis-Rath.
Atmospheric concept art of the Confluence world with Omnis and the demonic powers, looking ahead to the story's future direction.

Chapter 7 / The next chapter

Stay tuned!

The world is still in development. New characters, locations and game ideas will find their place here as I develop them further.

See what I am building

Story concept / chapters 1–7

The splashes illustrate my story direction. The moving characters use existing game poses.

Chapter 6 / Rise of the New Gods

The pentagram.
Five distinct powers.

One shared order, five different powers. Each splash is paired with the actual animated game character.

Ostimo with a circular purple Void halo, dark armor, a cape and a broad violet sword.
Ostimo / game sprite
Ostimo / game sprite
Void · leader

Ostimo

Demonlord of the Void

Enktar in dark-red knight armor with a garnet sword, on a ritual platform before a moonlit castle.
Enktar / game sprite
Enktar / game sprite
Crimson Earth

Enktar

Demonlord of the Crimson Earth

Nemesis with red and icy-blue accents in his armor and sword, before misty castle bridges and waterfalls.
Nemesis / game sprite
Nemesis / game sprite
Arctic Hellfire

Nemesis

Demonlord of Arctic Hellfire

Acifal in silver-blue armor with an ice-blue sword and a raised hand above the frozen ritual floor.
Acifal / game sprite
Acifal / game sprite
Frozen Abyss

Acifal

Demonlord of the Frozen Abyss

Burnak in dark iron armor with a restrained orange glow, a flaming sword and a long cape.
Burnak / game sprite
Burnak / game sprite
Inferno

Burnak

Demonlord of Inferno

Campaign illustrations beside existing game poses. From silhouette and element to movement on the battlefield.

Military hierarchy
Rank insignia Lieutenant General
Lieutenant GeneralRank 18
Rank insignia General
GeneralRank 19
Rank insignia Field Marshal
Field MarshalRank 20
Ingame / PvPvE

Nocturnis in combat.

Here I test how Nocturnis attacks. The player needs to recognise the threat, choose a position and anticipate the impact.

23 seconds / Nocturnis / development recording from October 25, 2026
Alchemy / try it yourself

Your recipe.
Your elixir.

A game book you can use. Choose flowers, discover their combination and brew your own potion.

I / Botanica

Your flower cabinet

10 flowers · five types

A recipe from the bookAdygalah + Bhalkisa + Elithah
II / Alchemia

How would you like your drink?

Choose up to three flowers. Discover what they do together.

Your brewing experiment

Your own elixir

Start with a flower. See the direction your mixture takes.

Choose a flower to begin, or try the Heal recipe.

Interactive portfolio experiment · flower recipes from Astonia · free mixes for this book.

View the complete Alchemy design
The Astonia Alchemy web interface with a green elixir bottle, herbs, chapter tabs and a parchment-coloured recipe book.A working Alchemy recipe view with ingredients, a potion and controls for strength, duration and Alchemy level.
World & tools

Build the world
and keep refining it.

My Map Workshop brings tiles, rooms and objects together in my own editor. From an initial layout to a map ready to test.

The Astonia Map Workshop with an isometric map of three buildings, a tile library on the left and room and scenery settings on the right.
Map Workshop / actual editor captureOrganic buildings
View the dungeon variation
The Astonia Map Workshop with the Bone Tower dungeon: rooms and bridges on an isometric grid, with settings and path checks on the right.
Bone Tower / rooms, connections and path checks.
  1. Build

    Assemble a world from tiles, rooms, objects and scenery.

  2. Playtest

    Check routes and collisions, then try the map locally.

  3. Refine

    Refine the layout and variation for the next version.

The foundation & direction

I also build the tools
behind the game.

A new character needs more than art. I connect the Astonia 3 game foundation with a browser client, editors and model studies so I can test the design in the world it belongs to.

Game

JavaScript + Canvas 2D

Sprites, movement and combat come together in my browser client.

Tools & art

Three.js / Blender / GLB

I explore poses and animations in the atelier before they become game visuals.

Server & storage

Node.js + SQLite

The local server and storage provide the foundation for further game development.

Platform direction

Prototype → next steps
  1. Now

    Web app

    Locally playable prototype.

  2. Ambition

    Google Play

    A possible mobile route.

  3. Ambition

    Steam

    A possible desktop release.

In development. Google Play and Steam are future ambitions.

About this project

My own expansion of Astonia

With Astonia, I explore the step from character design to a playable world. How does a boss develop its own character, and what does that ask of the combat? I am building on Astonia 3, taking an MMORPG direction where PvP, PvE and LARPG-like combat come together.

Art has to play too

A boss starts with character: Drauger’s military rank, N’Thoral’s dragon silhouette or Nocturnis’s purple energy. I then work on what the player experiences. How does an attack announce itself? Where does the javelin land? Does the movement stay readable among other sprites and effects? The model studies, character workshop and gameplay recording show different steps in that process.

The same attention goes into the surrounding world. I use the map editor to work on locations and the Alchemy book to develop a game feature in which ingredients and recipes have their own presentation. In this way, I explore game design, imagery and the tools I need for my own work together.

Where it could go

The chapters shape my story direction, from Cameron through the old gods and the five Lords to the Confluence. That storyline is still in development. I am currently working in the browser; Google Play and Steam are future directions I want to explore.

Game foundation: Astonia 3 by Daniel Brockhaus.

Next projectFrame Studio