More of my professional work, followed by student projects, prototypes and games I’ve made for the table.
Professional work
More about my work
Game Hunters · Level design / Level art
Gunsmith Simulator
My main contribution was level design and level art for an outdoor shooting range: gathering references, sketching top-down layouts, blocking out the space and working on its visual presentation. I also proposed arranging removed weapon parts in corresponding positions on the disassembly diagram to make it easier to read. I contributed the idea; I did not implement the mechanic.
I worked on the concept, design documentation and vertical slice for a strategy and building game set on Mars. The design explored colony construction with survival elements.
A student driving prototype about collecting checkpoints while escaping enemies. I implemented the car controller, checkpoint scoring, win and loss conditions, and the enemy pursuit AI.
Collect all seven checkpoints to win.
Contact with an enemy ends the run.
Enemies detect the player, chase, then return to waiting when they lose sight of them.
A student mobile puzzle prototype. I implemented the Matching minigame: players briefly see the card symbols, then try to find matching pairs. I also worked on mechanic design, documentation, task planning and team coordination.
A short reveal phase lets the player memorise the cards.
The cards are hidden before the player selects pairs.
The design varies the preview time and move limit by difficulty.
A three-person tower-defense project. I designed the core rules and upgrade tree, contributed to level design and tuned the prototype in Unity. I filled in the wave and object-data spreadsheets connected to the game by our programmer.
Enemy type, level, wave and spawn timing.
Health, movement speed, damage, reload time, range and costs.
Upgrade values, prerequisites and availability.
Example: laser upgrade rules
In the upgrade data, LASER_STRENGTH requires LASER_UNLOCKED. Its five upgrade costs are 30, 60, 90, 110 and 140.
From the prototype’s original Technologies sheet.
After playtesting, I identified manual entry of every enemy spawn as a bottleneck and proposed automated difficulty scaling for further development.
Unreal Engine · Narrative prototype
God Bless Your Wonderful World
A narrative walking-simulator project exploring the relationship between the player and their character. My work included a character controller, item collection, environment design and atmospheric presentation.
A small boss-rush game built during a game jam. I worked on game design and technical aspects in the engine, and helped connect the designers’ and programmers’ work.
A first-person roguelike design document exploring core mechanics and combat. The project focused on documenting a coherent gameplay concept and analysing comparable games.
A role-playing system and scenarios set in wartime Poland, designed with casual players in mind. My work covered mechanics, narrative and character design.
A historical-fiction scenario focused on an underground operation in occupied Poland. I developed the scenario, characters and motivations for the players.
A one-shot adventure in a dangerous post-apocalyptic jungle. I created encounters and two of the four playable characters, including their motivations, quests and backstories.
This was the first board game I worked on: a team project about scavenging and arena combat. I worked on the core mechanics, special cards and creative direction. We played it together, discussed what worked and kept adjusting the rules.