My involvement in the project: March 2023 – Present
Nivalis is a cyberpunk life simulator set in a futuristic city where the player runs their own business. Working on this project was especially important to me — both due to its scale and the demanding visual style of the game's world.
The most challenging aspect of the design process was creating an interface that allowed intuitive management of restaurants, staff, and product logistics — while maintaining clarity and aesthetics consistent with the cyberpunk atmosphere.
My contribution to the project:
*As the project has not been officially released yet, detailed interface-related information cannot be disclosed at this stage. I will provide updates as soon as I am able.
My involvement in the project: 09.2019 - 07.2021
Natural Instincts was designed from the beginning as an interactive nature documentary, with a deliberately minimalistic interface that wouldn’t distract from the content and would let the player feel like a viewer of a classic wildlife film. The sense of immersion was further enhanced by the voice-over narration recorded by the renowned Polish nature documentary narrator, Krystyna Czubówna.
It was the first large-scale game project I had the opportunity to work on. Through it, I gained experience in animating existing 3D models, designing game interfaces, and producing promotional materials using Unity’s Cinemachine and Timeline tools.
My contribution to the project:
My involvement in the project: 05.2021 - 07.2022
A mobile strategy game based on the cult Polish comic series by Janusz Christa. The player managed the village of Mirmiłowo — expanding it, collecting resources, completing quests, and defending it from invaders.
Although the game featured a 2D visual style, all objects and character models were created in 3D and then rendered and prepared by me as sprite sheets used in the game.
My contribution to the project:
My involvement in the project: 01.2020 - 12.2022
Narru was an original project developed by DreamStorm Studios, which unfortunately was not completed due to the studio's closure. The game combined elements of a walking simulator and a puzzle game — as players solved challenges, they gradually uncovered the story of a forgotten deity while restoring a ruined world.
In this project, I was responsible for using Cinemachine to create trailers and cutscenes, preparing early versions of vegetation and environmental models, setting up colliders, and prototyping the first iterations of the user interface.
My contribution to the project:
My involvement in the project: 05.2021 - 03.2023
Temperia: Soul of Majestic is a strategic card game developed on commission for streamers and the original creators of the game concept. Our team was responsible for the complete digital production — from interface design to gameplay implementation. Inspired by classic TCGs, the game stands out with its unique open-handed mechanic (full visibility of the opponent's cards), emphasizing strategy over randomness.
Working on Temperia was a breakthrough experience for me — it was the first project where I was responsible for the entire visual layer of the game, combining UX/UI design, animation, and 3D modeling within a cohesive fantasy aesthetic.
My contribution to the project:
*Due to a non-disclosure agreement (NDA), I’m unable to share detailed visual materials from this project.
I’d be happy to tell you more about my responsibilities — feel free to get in touch!
My involvement in the project: 03.2020 - 07.2020
Star Exodus was an unfinished prototype of a strategy game developed in collaboration with Games Operators. The project was inspired by the classic Homeworld series and set in a science fiction universe.
As part of the team, I was responsible for the complete design of the user interface and the creation of the game's promotional trailer.
My contribution to the project:
My involvement in the project: 03.2022 - 03.2023
A small-scale project I assisted with alongside work on other titles. My tasks included preparing initial wireframes and the first version of the user interface. Ultimately, however, the game’s concept was completely revised to better align with the original creators’ vision.
My contribution to the project:
My involvement in the project 2019 - 2020
AR Hunters was a system designed to support promotional sales campaigns, resulting in a series of mobile applications utilizing augmented reality. The campaigns took place in various shopping centers, including Forum Gliwice, Europa Centralna, and M1.
I was responsible for the complete development of the applications — from visual concept to graphic design and implementation — excluding the programming layer and the original idea itself.
My contribution to the project:
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