CREATOR OF LEGENDARY "THE WITCHER" RPG GAME, SOLD OVER THE WORLD IN 8 MILLION COPIES, NOW GOING ON NETFLIX, AND "GET EVEN" NEXT-GEN FPS SHOOTER, ALONG WITH 70+ MORE GAMES!
Experienced and creative, with a strong games, story creation and production management background - over 20 years in the business (more about: gamesdesigner.eu)
In "The Witcher" project I was responsible for scenario and level design, cut-scenes directions and dialogues design for this highly awarded AAA title (winner of more than 100 professional prizes). I’ve also worked very closely with graphic and motions artist to prepare most realistic cut-scenes.
Selected project responsibilities:
• Preparing full game documentation, including design.doc, advanced concepts, sketches, user manual, dialogues (player vs. NPC, NPC vs. NPC):
• Designing NPC actions like movement, combat, dialogues, spawn/despawn points (including detailed action triggers);
• Level design (missions, storyline, traps, enemies, neutral beings i.e. animals, environmental sounds placements etc.)
• Additional features design (items, dungeons and buildings plans, environment effects like rain/fire, weather effects etc.)
• Dialogues and dialogue choices algorithms (choice of selected dialogue during conversation with NPCs leading player to different plots)
• General plot script preparation
EMPLOYMENT HISTORY:
Senior Game Designer
Projects: “Landlord”, “Weather Challenge”, “Speculate” (iOS/Android/Unity/Apple TV)
Responsibility for overall games production (creation, operational issues, staff handling, third-parties management etc.) in fastest growing mobile start-up in Poland, backed by UK investors (2+ mln organic downloads of first game "Landlord").
Lead Designer
Project: “Get Even” next-gen FPS shooter (PC/PS4/Xbox One)
Production supervision over whole game project – maintaining production pipeline across all internal teams, scheduling time, budget, prioritizing tasks and milestones, contacts with external and outsource companies, supporting marketing teams and internal/external communication channels. Direct responsibility for level design team production scope of work (scope of work, time, quality, budget).
Senior Game Designer (PS3 and PC)
Project: MMO social game “AvatarsCenter”
As a senior game designer, I was responsible for preparing documentation, design and implementation for core game features and ideas. Game was released as part of Gadu-Gadu IM (instant messenger) software and reached 100 000 unique users in 21 days after launch (outside Facebook).
• Preparing full game documentation, including design.doc, advanced concepts, sketches, user manual, NPC action algorithms:
• Creation and implementation game mechanics (level advancement, balance between free and payable elements of game, interaction between players and players vs. AI)
• Social elements (events, tournaments, special offers, user in-game support, integration of game with FB and company’s GADU-GADU instant messenger)
• Game progress (features and items unlocks, tasks structure, world layout etc.)
• Economic system (creation and pricing of internal items store, monetisation system, tweaking between free, payable and premium features etc.)
• User avatar system (creation and implementation of avatar’s body parts, clothes, tattoos, piercings, pets, gear, background layout etc. – 1 500+ elements total)
• Other additional elements (AI dialogues pieces, AI choice of dialogues depending on user actions etc.)
Game Designer/Level Designer (various mobile platforms)
Project: Various mobile games
As game/level designer I was responsible for preparation of various mobile games and applications (puzzle, car racers, platform games, shooter – 10 games total).
• Preparing full game documentation, including design.doc, advanced concepts, sketches etc.;
• Tweaking game functionalities between different devices (i.e. display sizes, different controls etc.)
• Creating game ideas, level design elements (traps, enemies, weapons, bonuses, NPC movement and fight behaviour etc.)
• Preparing monetization system (balance between free and payable goods)
• Working with development team (programmers, graphics etc.) to implement and tweak games core elements and additional features
• Preparing half-mobile/half-web game features (i.e. additional mobile game goods are downloadable free after user’s registration on game website)
Game Designer (PC)
Project: Advanced M1A2 Abrams tank simulator
• Preparing main game features (menu organisation, single- and multiplayer modes, tutorial, user profile, cutscenes and additional movies script etc.)
• Combat center (preparing missions and missions management, AI squad data exchange between NPC tanks and player tank, maps/battlefield elements creation, visual, radio and acoustic communication on battlefield etc.)
• Additional elements (missions descriptions, military units badges and historical overview, military commands on all hierarchy levels etc.)