Experience Working with People
Before entering game development, I spent over six years working as a waiter. This experience taught me how to communicate clearly, stay organised under pressure, solve problems quickly, and work effectively with people from different backgrounds. It also showed me the importance of responsibility, teamwork, and maintaining a smooth flow of information — skills that now form the foundation of my work as a Producer.
During my studies, I naturally took on roles combining design with team coordination. While developing Barbershop as a four-person bachelor’s degree project, I worked as a Game Designer and Producer, organising tasks, monitoring progress, and supporting the team. I later joined a ten-person team competing in Cyberiada as a Level Designer and Game Designer.
I also actively participate in university life by representing the Game Design programme, supporting academic events, and taking part in competitions and other student initiatives. These experiences have strengthened my communication, organisation, and willingness to take responsibility beyond my assigned role.
Building my path in game development
Seeing my ideas develop from early sketches into playable experiences confirmed that game development was the path I wanted to follow. Since then, I have continued building my skills in level design, production, visual scripting, and 3D modelling through practical projects and game jams.
Today, I co-run an independent team developing Project Miner, a 2.5D action roguelike. As a Level Designer, I research references, create 2D layouts, build playable blockouts, and refine them through playtesting. As a Producer, I coordinate the team, manage tasks and scope, and help bring the different areas of development together into one cohesive experience.
Six Months to national finals
Cyberiada is a nationwide Game Development Championship for university students from across Poland. The competition combines professional workshops, mentoring, game jams, and several qualification stages, challenging teams to turn an original concept into a complete, playable prototype.
Over six months, our ten-person team developed Dreamfall, combining level design, gameplay, programming, art, and narrative. As a Level Designer and Game Designer, I designed playable spaces, supported gameplay development, and worked closely with programmers and artists to keep the experience cohesive.
This project taught me how to communicate across disciplines, respond to feedback, and adapt ambitious ideas to real production constraints. Our work took us to the national finals, where we placed 6th out of 40 teams from across Poland.
I’m constantly developing my skills in both Level Design and Game Production. I learn by analyzing games, studying how teams approach design and production, and looking at how ideas move from early concepts to playable experiences.
I also regularly learn from industry books, GDC talks, developer presentations, and postmortems. Most importantly, I try to apply what I learn directly to my own projects and team workflows.