Third Person PvPvE Arena Shooter
- Built systems with game-designer convenience in mind—data-driven settings, clear editor controls, and Blueprint-ready hooks—so designers could tune mechanics without code changes.
- Worked closely with Artists and 3D modelers to align VFX/SFX, meshes, and level props with gameplay needs, iterating quickly to achieve the strongest visual and experiential impact.
- Implemented the team interface and scoring logic, including a fully replicated scoreboard that stays consistent across clients even in edge cases(considering reconnect & late-joins).
- Created placeable objects (turrets, flamethrowers, walls, landmines) with authoritative multiplayer replication and GAS-driven effects for damage, status, and cooldowns.
- Developed AI for portable turrets (Behavior/target selection, friend-or-foe reactions to mobs and teammates, reload cycles, and a GAS-backed health system), ensuring reliable performance in networked play.
- Integrated animations into gameplay (hit reactions, weapon recoil, knockback, revive animations) so combat feedback felt responsive and synced across the network.
- Added jump pads and throwable explosives with adjustable trajectories, enabling creative horizontal and vertical throws that replicate cleanly.
- Built a context-aware sound system (footsteps and weapon audio reacting to surface/material types) for stronger spatial and material feedback.
- Implemented a match replay system for reviewing sessions and validating gameplay changes.
- Created water volumes that slow movement proportionally to depth, enhancing immersion and tactical choices.
- Delivered knockdown and teammate revive mechanics with smooth state transitions, animation syncing, and robust replication.
- Designed a clean API for other programmers—modular functions, clear interfaces, and safe defaults—plus full documentation and examples for each feature to speed adoption.
- Integrated automatisation Python scripts for name conventions inside assets menu in Unreal Engine
- Applied advanced optimization techniques using Unreal’s profiler, network insights, and memory tools to detect bottlenecks, debug replication issues, and fine-tune systems for scalability.
- Using PlasticSCM, TeamCity and BugSplat.
- Refactored and inspected code regularly to improve maintainability, ensure consistency, and adhere to AAA programming practices and performance standards.
- Delivered a guest lecturing program on Unreal Engine (on behalf of Chronospace at PJATK), focused on C++ and Blueprints for gameplay development once a week.
- Prepared and presented lectures based on official Unreal Engine guidelines, covering core topics such as materials, collision handling, Blueprint scripting, and C++ code structure.
- Introduced students to fundamentals of programming in Unreal, including variables, properties, math functions, movement systems, and basic gameplay logic.
- Designed complex practical assignments to reinforce lectures.
- Created grading rubrics and rating criteria for projects, aligning evaluation with both technical execution and creative design.
- Mentored students on their personal semester game projects, assisting with technical challenges, debugging, and integrating assets and mechanics into their games.
- Encouraged best practices in gameplay programming, optimization, and collaborative workflows, preparing students for real-world game production pipelines.
An educational adventure game about Polish air personnel during World War II.
- Developed multiple minigames including an animation-morph–based cable-connection puzzle where players match cables to the correct colors.
- Implemented full gamepad controls adaptation across UI menus and minigames, polishing visuals such as hints, icons, and feedback for an intuitive player experience.
- Integrated complete sign language support into the game, displaying synchronized video fragments of sign language actors alongside narration for full accessibility.
- Designed and integrated an educational journal system, including a custom Python tool leveraging the ChatGPT API to automatically translatr CSV data tables and .po localization files to target languages, with automated import into Unreal Engine.
- Implemented core gameplay systems such as save/load functionality, interactable objects, and a settings menu with user-configurable options.
- Built a voiceover and subtitle system to support multilingual narration and improve accessibility.
- Adjusted NPC behaviors and animations to make the game world feel more alive and immersive.
- Contributed to gameplay mechanics realisation, ensuring smooth integration between features and assets.
- Performed code refactoring and optimization to improve maintainability, readability, and performance.
- Used Perforce source control to manage versions, collaborate on assets, and maintain stability across the team’s development pipeline.
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Experimental emotion tracking project that involved medical device monitoring. Contract based
- Worked on an AI-driven emotion detection feature used during gameplay sessions for deeper games playtests(Shows detailed infographics on when and what emotional state player had while playing different games).
- Integrated the body-tracking device with the application by implementing data fetching and transfer to the Health Application and later to AI analysis module.
- Ensured reliable data flow with basic buffering, error handling, and synchronization for smooth emotion output in the UI.
- Collaborated with the team to align data formats and update timing, so emotion results were displayed correctly in the application.
My business activity registered in Poland(B2B worker) that is focused on electronics(LED display matrix) production
- Designed, developed, and sold the CyberBadge product, a customizable LED display controlled by users, targeting B2B and marketing use cases.
- Created the visual and electronics design, optimizing the hardware layout and improving efficiency of the device.
- Implemented and maintained the firmware communication layer (Bluetooth/Wi-Fi), ensuring reliable connectivity between the badge and the controlling application.
- Enhanced the companion mobile application, adding features such as real-time LED matrix drawing and a draw editor UI for custom designs.
- Delivered new product functionalities through iterative development, guided by direct client feedback and testing.
- Managed B2B outreach and marketing, finding clients, presenting product capabilities, and ensuring product-market fit.
- Provided full-cycle delivery: from prototyping and hardware optimization to software updates and customer support.
My first client project, completed part-time alongside my main role at BoomBit. What started as a hobby in electronics and hardware quickly grew into a real, ready-to-sell product delivered to PixelAnt.
- Delivered 10 customized CyberBadge devices tailored for PixelAnt Games’ needs at conferences and gaming events, designed to attract attention with vivid RGB LED displays.
- Enhanced the electronics design to support full RGB color output and ensure reliability in event environments.
- Created 3D-printed casings to securely house batteries and electronics, providing both durability and aesthetic appeal.
- Conducted stress testing and quality assurance on each device to guarantee high performance and robustness under heavy use.
- Provided creative hardware solutions that balanced functionality, portability, and visibility for marketing impact.
- Collaborated with designers to update and polish UI, adding new menus such as daily rewards roadmap, inventory, and matchmaking.
- Built an inventory and character customization system linked to Google Sheets, allowing seasonal content (e.g., summer items) to be updated live without app updates.
- Integrated PlayFab to manage player data and item storage, maintaining unique IDs for each item.
- Assisted in transitioning the game from 2D to 3D, ensuring strict mobile performance optimization using the Unity Profiler.
- Focused on optimization and FPS improvements, carefully profiling and refactoring code to meet mobile platform constraints.
- Adapted the game to the team’s SDK and shared base code structure for club games.
- Extensively used DoTween for UI animations and splash effects (e.g., strike, splash screens).
- Developed a layer adjustment tool for game designers, enabling scalable and customizable bowling pin setups.
- Implemented and polished the in-game settings menu.
- Worked with PlayFab to set up user accounts, scores, and item storage.
- Maintained clear documentation for every feature and tool, ensuring smooth handover and future scalability for our programmers department.
- Created engaging text UI animations using DoTween.
- Polished the baseball aiming minigame, improving mobile input handling, UI visuals, and Unity particle system effects.
- Worked on introducing new playable characters and customizable items to enhance player engagement.
- As a junior developer, created 20+ prototypes for social platforms such as Instagram, Facebook, and TikTok.
- Designed and tested gameplay concepts to determine CPI (cost per install) and further developed the most successful games.
- Configured advertisement systems and in-app purchases for multiple prototype titles.
- Collaborated with art, technical art, UA, and game design teams to create engaging, experimental concepts.
Education
Average grade ≈ 4.0
- Focus: Software Engineering, Game Development and Artificial Intelligence
- Relevant courses: Algorithms & Data Structures, Artificial Intelligence, Software Engineering, Game Development Programming, Computer Vision, Linear Algebra and Geometry
Semester 3 of my Bachelor at UAM
- Computer Vision
- IT and Network Security
- German language courses
Personal Projects
Space strategy
- Sole developer — all programming and systems implemented independently.
- Focused heavily on materials, VFX, and shader programming to define the game’s visual style.
- Managed the full release cycle on Steam, including deployment, patching, and publishing tasks.
- Conducted open testing sessions, collected feedback, and executed major bug-fixing iterations.
- Designed scalable gameplay systems using GAS and datatable-driven parameters for flexible mechanics.
Multiplayer Shooter
- Solo programmer, leveraging online assets to focus on multiplayer gameplay development.
- Established game sessions with Advanced Multiplayer Sessions plugin, enabling Steam peer-to-peer connections, lobbies, and password-protected rooms.
- Created character selection with full replication across clients.
- Developed a replicated inventory and pickup system synchronized for multiplayer gameplay.
Roguelike
- Co-developed with another programmer, game released under my Steam publisher account.
- Adapted the project for Steam distribution.
- Implemented combat mechanics and a persistent save system.
- Built a skills and character development system with progression elements.
- Developed boss fight mechanics to enhance challenge and pacing.
Interactive novel
- First solo Steam release — all programming and systems developed independently.
- Created an extensive choice-based narrative system, supporting in-game branching events and localization.
- Integrated Steam achievements to support player engagement.
- Designed maps and a travel system for structured progression.
- Implemented settings and full game progress saving via binary file storage.
Certificates
The most comprehensive Unreal Engine course that dives deep into Gameplay Ability System(GAS) framework. C++/Blueprints
Comprehensive C++ course that explains Unreal Engine multiplayer, how to optimize multiplayer game for the best performance. Lag compensation techniques such as client-side prediction and server-side rewind
English – Advanced
Polish – Native
Russian – Native
German – Intermediate