Pinchiș Daniel

I'm the Digital Alchemist: combining ideas, pixels, and code to create something extraordinary

Selected Works

Where code, design, and imagination converge, my own digital alchemy at work.

UNITY GAME

Forged in Shadows

A horror adventure game set in the edo period where your goal is to help a former blacksmith.

Forged in Shadows was the very first horror game I ever worked on, set in a haunted blacksmith’s workshop. It’s where I learned the basics of Unity and figured out how to actually turn an idea into something playable.

What I Learned:

  • Unity Basics : importing assets, building environments, and getting things to run without breaking every five minutes.
  • Lighting & Atmosphere - making shadows feel creepy instead of just dark.
  • Scripting : doors that open, triggers that fire, all the small things that make a game feel alive.
  • Problem-Solving : every new feature meant Googling, experimenting, or breaking things until they finally worked.
  • Collaboration : My friend, Markus Mayrhofer, helped with the design and arrangements, while I handled the other aspects such as scripting, lighting, and some of the models. We achieved using Unity version control.

Looking Back:

This project was messy, frustrating, and super rewarding. I learned that horror isn't just about cheap scares, but about atmosphere, pacing, and detail. Even though Forged in Shadows is only a prototype, it's the project that got me hooked on making games.

1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3D ANIMATIONS

Character Animations

A collection of my rigged and animated characters made in Blender.

My journey started with simple walk and run cycles and gradually evolved into more advanced animations like parkour dance sequences. These projects made me better understand body mechanics, timing, and personality in animation, while also paying attention to details.

What I Learned:

  • Rigging : learned how to create rigs, use and attach bones, controllers, and IK/FK setups.
  • Movement mechanics : creating believable jumps, vaults, and rolls as well as idle, walk, run and turn cycles with smooth transitions
  • Camera usage : positioning, tracking and creating smooth movements to make the render feel natural
  • Animation Principles : applying timing, spacing, and flow across different styles of motion.

Looking Back:

These animations started simple but gave me an idea of what I should continue to focus on. Working on these gave me a feel for how characters move and express themselves through motion. Best part was getting up from the chair and trying to mimic the movements myself to understand joint movement. Disclaimer: Some assets are original creations, while others belong to their respective owners.

3D MODELS

3D Models

Some of my own 3D environment designs and models created in Blender.

  • Greek Temple Ruin was my first ever project where I experimented with environment design. I modeled a classical-style temple, added surrounding details like trees, bushes, street lamps, vehicles and a path, and set it all against a nighttime backdrop. This project was my introduction to composition, lighting, and everything related to 3D really.
  • Snowday was a fun little project where I worked with the environment more to create things like snow, water and mountains as well as a couple of snowed-on pine trees.
  • Hidden Ruins was my most recent project where I focused on setting the perfect scene for a fantasy sword made by myself using environmental props, lighting, realistic water, glowing magic circle and god rays shining on the sword

What I Learned:

  • Modeling Basics : building architectural shapes like columns, stairs, arches and so on
  • Environment Composition : arranging and creating props such as trees, signs, bushes, lamps, cars and more to make the scene feel alive.
  • Lighting and Atmosphere : experimenting with spot, area and world lighting according to the environment
  • Rendering : setting up camera angles, depth of field, and configuring render settings for the best quality.

Looking Back:

These projects were a big milestone because they were my first attempts at creating a full environment rather than a single object. As fun as it was to create everything, I underestimated how hard learning to render properly without it taking hours is.

Scene 1
Scene 2
Scene 3
Scene 3
Pinchiș Daniel portrait

Pinchiș Daniel

Digital Alchemist

About The Alchemist

My name is Pinchiș Daniel. I come from Romania and am currently a student at Karel de Grote in Antwerp, pursuing a degree in Multimedia and Creative Technologies. I am developing skills in 3D modeling and animations, game development, editing, and coding.

With the skills I’ve been refining throughout my studies, I combine coding, editing, design, and 3D art into unique projects. That’s why I call myself a Digital Alchemist.

Creative Focus

Atmospheric Design Interactive Storytelling Psychological Horror Immersive Experiences World Building

Technical Skills

HTML/CSS
C#
JavaScript
Blender
Unity
Adobe Illustrator
Adobe Premiere Pro

Summon The Alchemist

Interested in collaborating? Let me know!

Other Ways to Connect

Current Availability

Available for select projects