Creators’ Village, 2017

One of my most important experiences during this year’s voyages was one week spent with wonderful people in Poland’s first mature prototype of cohousing estate. Those few days again opened my mind to the notion — that with proper attitude and focus on common goal — we can all live a life we always wanted to.

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Heroes of Nox: Galactic Clash, 2016

When small studio tells you that you’re going to make a smashing mobile free-to-play hit in just few months, be aware. There’s actually a great opportunity ahead of you, but with that comes great responsibility. And a lot of hard work, on expert level.

Nightmares From The Deep: A Hidden Object Adventure, 2016

Nightmares from the Deep: A Hidden Object Adventure is a bold mix of features from one of the most popular HOPA adventure games, and the free-to-play model. Set in the 18th century in the eternal Caribbean, the game allows players to immerse themselves in the colorful world of legendary pirates. The player takes on the…

The e-ideas

The things that games do teach us are of surprisingly wide variety. You can find games all around you. Who would think that playing is so common in our everyday live?

ShadowSwift, 2015

Research & Development project of stealth mid-core game. Fully functional prototype made for mobile devices with use of Unreal Engine 4.0. Production took one month in 3-people Agile team. Young Guild’s adept enters the inaccessible dungeons of the Enemies Faction to retrieve precious Artifacts. Each dungeon is full of patrolling Guards, secret passages and interactive…

Angry Kid Simulator, 2015

Simple game made in 48 hours during internal Artifex Mundi Game Jam in 3-people team, on theme “You’re not my real mom”. Our engine of choice became Game Maker Studio, which was tested thoroughly during our intense tries of implementing the core features into the game in this short time. I must admit that it…

Enigmatis: The Mists of Ravenwood Collector’s Edition, 2013

As we are still talking about game development here, let’s sum up few of my latest posts with one sentence: Never underestimate casual games, people. Understand – they are the future for gamers that were hardcores in 80’s or 90’s. Casual games should deliver great quality and a load of positive emotions. Especially in these…

Dark Arcana: The Carnival Collector’s Edition, 2012

Next title I made together with casual famous Artifex Mundi. Next that showed me, how the great quality teamwork becomes the great quality game. Once again production focused on details, plentiful brainstorms and viable cooperation of experts from varying specialties. I think that this game was the first endeavor in my career that gave me…

Abyss: The Wraiths of Eden Collector’s Edition, 2012

The project was my first insight into professional game design, made with Artifex Mundi. The game stands out as a ‘classic HOPA’ — Hidden Object Puzzle Adventure. As many of players have no or little insight into casual segment — I’ll explain: Usually you take the role of a common person involved into fantastic situation…

About An Architect

What if you have so many different passions That you feel you can’t lose yourself In any one of them? For about a year I was the member, events organizer and media materials designer for AEGEE. Among many of my activities, I was responsible for contacts with artists and university’s executives, direction of amateur promotional…