01

BALTICA VR

VR Developer, Level and Environment Designer, 3D Generalist

Welcome to a visionary realm where the ethereal beauty of the Baltic Sea meets the cutting-edge frontier of post-soviet future technology. Picture yourself stepping into a futuristic laboratory, nestled amidst the remnants of human influence on Earth. Here, players seamlessly collaborate within the space, each operating their own laboratory through interactive interfaces, computers, and maps. The hub serves as a nexus for a unique multiplayer experience, fostering cooperation as players embark on expeditions to gather precious biomass.

Immerse yourself in a journey where virtual reality converges with ecological restoration, promising a narrative that transcends the boundaries of traditional gaming.

Platform:

Oculus Quest 2

Engine:

Unreal Engine 4

02

tool development

Technical Art/Technical Design

Performance-oriented tools for vr development

Each designed level in the game has a unique set of problems to solve. To optimize my work time and that of the artists working on the levels, I build tools using Blutilities and PCG in Unreal Engine. I can also write Blender plugins in Python.

COMMERCIAL PROJECTS

03

HORDES OF HUNGER

Level Designer

This is my first commercial project as a level designer, yet the Hyperstrange team trusted me enough to let me coordinate a strike team, establish level metrics, and designed almost each arena from scratch. I want to thank Łukasz Szybałdin, our creative director, who hired me, introduced me to the project, shared his level design knowledge, and has always been helpful when I was in need.

HORDES OF HUNGER © 2024 HYPERSTRANGE. All rights reserved. Developed by Hyperstrange, and exclusively licensed to Kwalee Ltd. Kwalee is a trademark of Kwalee Ltd. All other trademarks and logos are the property of their respective owners.

04

blAIR WITCH: oCULUS QUEST EDITION

3D Generalist/Technical Artist

Back in 2020, I’ve worked on Oculus Quest version of Blair Witch game. Beside modelling assets, I’ve worked on game optimization for Oculus Quest 1. I’ve properly optimized dense, detailed environments, through texture atlasing, mesh instancing and merging actors. After my improvements, last level increased it’s performance from ~45 to stable 90 FPS.

PERSONAL PROJECTS

05

IRON CURTAIN BANK – MULTIPLAYER FPS SHOOTER LEVEL DESIGN

Level Designer

I wanted to create a 10×10 TDM map for the Multiplayer FPS game in Unreal Engine. I would like my map to be appealing to players with different playstyles, such as CQB and long-distance combat.

The map’s action unfolds around the National Reserve Bank in the capital of a post-communist nation.

Occupiers and mercenaries are in conflict over access to the gold within this bank.

LET’S GET IN TOUCH

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