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Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.
Slavigalik
This is my favorite project from the worldbuilding perspective. We started it during my last internship, which was at eNStudios. At the beginning of it I acted as a team leader as well as a game designer, but after a few weeks through personal problems I decided to hand over the role of team leader to another team member, because I didn't want to delay the project.
I designed and wrote out the game mechanics, as well as the entire colorful world that Slavigalik hides within. We came up with the idea during a brainstorming session at the very beginning when I and one team member threw around two different concepts - Slavic and sci-fi climates. We decided to combine these ideas, which gave life to such creatures as a cyber-bies or a powerful basilisk-cyborg.
I worked out an interesting plot, in which it would be our hero who would be forced to help the Slavic gods, and in return for their rewards he would be able to defeat more and more powerful opponents.
Unfortunately, the whole project, through several problems that occurred along the way, was not completed on time, but to this day I consider it a project with one of the greatest potentials I worked on.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
I designed and wrote out the game mechanics, as well as the entire colorful world that Slavigalik hides within. We came up with the idea during a brainstorming session at the very beginning when I and one team member threw around two different concepts - Slavic and sci-fi climates. We decided to combine these ideas, which gave life to such creatures as a cyber-bies or a powerful basilisk-cyborg.
I worked out an interesting plot, in which it would be our hero who would be forced to help the Slavic gods, and in return for their rewards he would be able to defeat more and more powerful opponents.
Unfortunately, the whole project, through several problems that occurred along the way, was not completed on time, but to this day I consider it a project with one of the greatest potentials I worked on.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
This Is Broken
This little game was my first project. I joined forces with 3 other people who were partaking in MageJam 2019. I never met them but we had no problem communicating and working together. We didn't have a singular project leader, but me and another member of our team drove us forward.
I was tasked with designing mechanics, levels, enemies... pretty much the whole game. After an hour of work we changed the whole game concept, and went with a simpler but more rage inducing mechanics and design.
When the first versions of the levels were complete I spent a lot of time perfecting distances between obstacles, creating hidden shortcuts and annoying traps.
In the end I also lead a presentation of our game in front of the judges.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
I was tasked with designing mechanics, levels, enemies... pretty much the whole game. After an hour of work we changed the whole game concept, and went with a simpler but more rage inducing mechanics and design.
When the first versions of the levels were complete I spent a lot of time perfecting distances between obstacles, creating hidden shortcuts and annoying traps.
In the end I also lead a presentation of our game in front of the judges.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Crazy Metal Fighters
My first truly finished project. Me and 4 other students pushed on and released a game that was satisfactory to all of us. As a game designer I pitched gameplay features and ideas. Characters ideas were pitched by the whole team, while I made mechanics for them.
Since we were forced to work on this project remotely due to the pandemic, it was a test of determination for us all. It was even harder to organise and manage everything, but we overcame the odds.
Once again I was tasked with audio design, even though I had minimal knowledge of this subject at the time. Despite that I managed to create another soundtrack and sound effects and implement them into our game.
As a project leader I managed workflow and communication between programmers & artists. Most of decisions and ideas went through me. I also managed documentation and marketing.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Since we were forced to work on this project remotely due to the pandemic, it was a test of determination for us all. It was even harder to organise and manage everything, but we overcame the odds.
Once again I was tasked with audio design, even though I had minimal knowledge of this subject at the time. Despite that I managed to create another soundtrack and sound effects and implement them into our game.
As a project leader I managed workflow and communication between programmers & artists. Most of decisions and ideas went through me. I also managed documentation and marketing.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Space Racer
This was my biggest project to date. It served me and my team as a project for passing my engineering degree, but also as a project for passing several other subjects, so we were able to spend more time on it than on previous projects.
Space Racer was intended to be a multiplayer online game in which the track adapts to the players depending on the sections they use more often and the paths they choose. The idea was that the map would change every lap, which we were able to achieve to some extent.
Since it was a more technical project than previous ones, my role mainly centered around designing the game itself and working on the documentation of both the game and writing up the engineering paper. Nonetheless, I feel that my decisions and suggestions strongly guided the project to what it ultimately looked like.
I pitched and designed most of the mechanics. I also pitched ideas for how the UI should look. I also pitched the tutorial and both the music and sound design were designed and implemented by me.
It's a project I'm proud of, even though my contribution doesn't show so much at first glance. However, it is a game that we completed and that allowed us to get A's on our engineering degree.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Space Racer was intended to be a multiplayer online game in which the track adapts to the players depending on the sections they use more often and the paths they choose. The idea was that the map would change every lap, which we were able to achieve to some extent.
Since it was a more technical project than previous ones, my role mainly centered around designing the game itself and working on the documentation of both the game and writing up the engineering paper. Nonetheless, I feel that my decisions and suggestions strongly guided the project to what it ultimately looked like.
I pitched and designed most of the mechanics. I also pitched ideas for how the UI should look. I also pitched the tutorial and both the music and sound design were designed and implemented by me.
It's a project I'm proud of, even though my contribution doesn't show so much at first glance. However, it is a game that we completed and that allowed us to get A's on our engineering degree.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
I've Had Enough!
During the summer of 2020 I managed to team up with 3 other students during our internship at Indago. We were tasked with creating a game from scratch and managing our project. As a game designer I pitched gameplay features and level ideas. I also pitched the setting, main story and characters. After that I worked on and owned them until polished.
Working on this project was hard due to low organization. It seemed like nobody wanted to take on the responsibility as the project leader, which caused us to not complete the project in time.
Third time's a charm, and this time I was not surprised that the duties of audio designer fell to me again. I carried on with my task while creating another soundtrack as well as not-so-professional voice over.
I designed and created a cutscene which came out quite entertaining.
Even though I would not call myself a project leader in this project, most of decisions and ideas also went through me.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Working on this project was hard due to low organization. It seemed like nobody wanted to take on the responsibility as the project leader, which caused us to not complete the project in time.
Third time's a charm, and this time I was not surprised that the duties of audio designer fell to me again. I carried on with my task while creating another soundtrack as well as not-so-professional voice over.
I designed and created a cutscene which came out quite entertaining.
Even though I would not call myself a project leader in this project, most of decisions and ideas also went through me.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Shenanigans Down Below
This is my first bigger project. Me and 5 other students decided to make a story based adventure game. As a game designer I pitched gameplay features and level ideas. I also pitched the setting, main story and characters. After that I worked on and owned them until polished. A couple of characters and quest were delegated to another designer.
Working on this project was our first true test of organisation and project management. At first we wanted to create a 3D game, but after two months we switched to 2D format and changed a couple of other things.
My role as and audio designer came to me as a surprise, but I quickly found myself in it.
As a project leader I managed workflow and communication between programmers & artists. In the beginning most of decisions and ideas (design, programming and art) also went through me.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
Working on this project was our first true test of organisation and project management. At first we wanted to create a 3D game, but after two months we switched to 2D format and changed a couple of other things.
My role as and audio designer came to me as a surprise, but I quickly found myself in it.
As a project leader I managed workflow and communication between programmers & artists. In the beginning most of decisions and ideas (design, programming and art) also went through me.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
QuizDave
This was a small and quick project that was meant to show off our skills in programming. I pretty much created the entire foundation for this project, and rest of the team perfected it and reshaped it into what you can see on the screen.
I pitched, designed, programmed and prototyped the whole game concept and mechanics.
This was a really small project and there isn't much more that I can tell about it.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
I pitched, designed, programmed and prototyped the whole game concept and mechanics.
This was a really small project and there isn't much more that I can tell about it.
NOTE: All screenshots and video reflect the work of the entire team (art, FX, SFX, code, design, etc).
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