This page showcases selected video game projects I’ve contributed to. Each entry includes a video link, the game title, studio name, and a summary of my responsibilities during development.
This page showcases selected video game projects I’ve contributed to. Each entry includes a video link, the game title, studio name, and a summary of my responsibilities during development.
ICE FLAMES
Main Responsibilities
During the development of Pure Farming 2018, I was responsible for level design and environment layout, leading the design team, balancing the in-game economy and progression systems, and optimizing level performance. I also designed quests and missions, structured the story campaign, implemented the tutorial system, and worked in close daily collaboration with producers and other departments.
FLATTER THAN EARTH
Main Responsibilities
For Once Upon a Puppet, I was responsible for both level and game design, implementing and refining gameplay systems, leading the design team, and optimizing level performance. I also worked on integrating narrative modes, designed and implemented the tutorial, and maintained close daily cooperation with producers to ensure alignment across all aspects of development.
BIG CHEESE STUDIO
While working on Cooking Simulator, I focused on improving the console versions of the core game and its DLCs, enhancing overall quality-of-life features and product stability. I oversaw periodic patch releases aimed at balancing gameplay and improving the user experience. I also contributed to the design of new content, including Monsters Menu, Chef’s Golden Knife, and the Sushi DLC.
BIG CHEESE STUDIO
I served as the Creative Director on Underdose, a brand-new project built from the ground up within a defined budget. My responsibilities covered the full production cycle - from early prototyping to a completed vertical slice. I was in charge of building and scaling the team across development stages, directing story and narrative elements, overseeing both art direction and design teams, as well as guiding the creation of marketing materials such as trailers and pitch reels. I also scheduled and conducted regular playtesting sessions to inform and refine design decisions.
WASTELANDS INTERACTIVE
John Doe was a mobile free-to-play project based on the popular John Wick franchise. I was involved in early-stage design, including character concepts, combat systems, weapon mechanics, and reward structures. I also oversaw UI/UX direction and collaborated closely with the monetization and business strategy teams. Although the project was ultimately suspended during its early phase, it provided valuable experience in working with licensed IPs and cross-department collaboration.
PERSONAL PROJECT
Invisible Horizon was a personal project developed independently using Techland’s Chrome Engine 6. I was solely responsible for the entire process - from core game and level design to the implementation of gameplay interactions, objectives, lighting, and combat encounters. This project allowed me to experiment freely and deepen my technical and creative skill set across multiple disciplines.
PERSONAL PROJECT
Adventure of Sofie was a point-and-click adventure game created in Visionaire Studio as part of a collaborative project during my time at Game Dev School. Working within a small team of four, I was responsible for level design, 3D art and rendering using 3ds Max, as well as the implementation of levels, lighting, gameplay interactions, story elements, and player objectives.
PERSONAL PROJECT
Shockwave Runner is a 2D side-scrolling endless runner for Android, developed in Unity3D by a team of four as a student project. Set during a catastrophic meteor storm hitting Earth, the game challenges players to survive the chaos as long as possible. I was responsible for the 2D level art and level design. The game was released for free on the Google Play Store, where it was downloaded over 1,000 times. You can check it out here.
PERSONAL PROJECT
[O] Relative Me is a 2D platformer in which the player controls a character embodying the moral relativity of the self, navigating a surreal world that represents the fragmented consciousness of a man in a coma. Trapped within his own mind, he seeks to awaken by making sense of the world around him. I was responsible for the overall game design and collaborated closely with a team of five. The project was created during an online Huuuge Game Jam, where it won first prize. You can check it out here.
PERSONAL PROJECT
Junkyard Giants is a tactical turn-based strategy game set in a post-apocalyptic world dominated by towering mechs. Developed in collaboration with a team of six, this project aimed for a larger scope and resulted in a playable vertical slice that sparked early conversations with several Polish publishers. Although it didn’t progress into full production, it served as a valuable experience. I was responsible for environmental art and level design, while also leading the team and managing development workflows.
Our studio is built on a shared passion for creating unique, immersive experiences. With deep industry expertise, we push creative boundaries to deliver fresh ideas and rich, story-driven worlds that players can truly connect with. Every game we craft reflects our dedication, pride, and love for the art of game-making.
As of now, we have been through an amazing journey – from prototyping and what we call a "combat demo," to successfully delivering a Vertical Slice. This allowed us to establish a strong production pipeline, and we are now ready to move forward without any hesitation!
We’ve seen the future – we’re just building the bridge to it. No doubts, no detours. Just vision, guts, and the fire to finish what we started.