Category Archives: Best Projects

People Can Fly – Technical Game Designer

For the past 2 years I’ve been working as a Technical Game Designer for People Can Fly on the triple AAA project code named Gemini. At PCF I honed my skills with Unreal Engine, putting great focus on the Gameplay Ability System, an industry standard plugin comsisting of an RPG framework that allows to create, prototype and iterate quickly on mechanics, systems and gameplay.

  • Worked closely with Balance and Design teams to best implement their vision in the core systems and mechanics at the heart of the game
  • Designed and implemented a perk-like system with over 50 elements
  • Implemented support for “perks” across all player character related systems
  • Implemented multiple gameplay features using Unreal’s Gameplay Abiity System.
  • Implemented the entirety of the debug menus in the game, touching virtually every game system.

On Gemini project I work closely with the Balance and Systems team, helping them iterate on their systems while implementing changes that propagate through the whole project. As a tech designer I often need to make tools to streamline other designers’ work while reducing the risk for human error and bugs.

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Kao The Kangaroo (Level Designer)

  • Creation of several levels from concept to final product
  • Took ownership of several other levels at various stages of completion
  • Owned several game mechanics and their implementation in the levels
  • Design and implementation of many blueprint objects in the game

Kao The Kangaroo was my first profesisonal project in the industry, and the reason why I moved to Poland. I was hired as a Level Designer (Castle Run was my test task) and it truly was what I always hoped for. I worked under a Lead Game Designer, who I am proud to call a friend today, and alongside another level designer at the first experience.

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GameAWeek #4 – Space Run

For week 4 I thought I’d explore some new grounds and learn some new skills. The idea for this week started when I saw this game from Ludum Dare 42. I thought it would be fun to learn all the things needed to make a game look and feel like that.
The game is a space shooter through an asteroid field: asteroids are coming towards you and you’re running out of fuel. Collect fuel to keep you’re speed up and keep going.
Thanks to Oliver Wilde for the sound design.

The controls are WASD for moving and Left Click for shooting. Remember that the Y-Axis is inverted, so W pushes down the nose of the ship and S brings it up.
The glowing bar on the bottom indicates how much fuel you have left, the more fuel you have the faster you’ll go, if you run out of fuel you lose.
Avoid and shoot the asteroids and see how far you can go. Continue reading


This is the first project we made in DBGA. The assignment was to make a game with Construct2 using only squares and rectangles. We took inspiration from Pong and Crash Bash and went to make basically a four way pong, with multiple balls in play and some “power-ups”. The game can be played by 1 to 4 players with the AI filling in the remaining spots.


  • Game Design
  • Project Management
  • Additional Programming

Team size: 3                          Development: 10 days                         Engine: Construct2 Continue reading