I'm a Polish Technical Designer with 10 years of professional experience in game development.
I've started my career during my university days. While I haven't completed my degree I chose to pursue the game development through hands-on experience instead.
Throughout my career I've had an amazing oportunity to work on critically acclaimed titles such as Silent Hill 2, as well as interface with cutting edge of VR gaming in its beginnings.
In recent years I've focused on Technical UI Design, which I believe to be the most underappreciated role where creativity and attention to detail meets logic and code.
For me Game Development has never been just a job, it's a lifelong passion.
Currently working for Bloober Team.
| Engine/Framework | Tools |
|---|---|
| Unreal Engine 5 | Perforce |
| Blueprint | GIT |
| UMG | SVN |
| Editor Scriptng | Jira |
| Basic Blender knowlegde |
I joined late in the development cycle, after shipping Silent Hill 2 remake, to assist the UI team of Cronos. I worked on pre-main menu screens: splash screens, EULA, first start settings, HUD UI, as well as on localization of the entire project.
I was responsible for the bulk of Technical UI Design for most of the project. I was working with UI Design team and Code, ensuring proper integration of code-developed backend with the visual design of UI and UX, created UMG animations and assisted in implementing interactive pickups in the game.
I've also designed the accessibility options which were implemented in the title.
My main scope of work was the Settings menu, Save/Load screens, player inventory and HUD and pre-main menu screens.
I created parts of the gameplay UI in the game: the tutorials and upgrade station UI. Later I was tasked with optimization and porting to Oculus Quest as well.
I came late to the development, due to supporting the previous game, so I was mostly involved in creating the Oculus Quest port of the Dark Times. I was responsible for optimization for the Quest platform and later R&D and porting for other PCVR headsets.
I was a Technical Designer for the entirety of the project, implementing most of the spells players have access to. I was also responsible for the upgrade system using physical "UI" in the VR world.
After launch I stayed to support the game and assist in porting it to the PS4 (PSVR), Oculus Quest and several PCVR headsets.
As a Technical Designer I was responsible for creating core gameplay elements of the game: the Buggy and some of the puzzles. I was also responsible for R&D and implementation of VR UI in the days before existence of 3DWidget in Unreal Engine.