Reverse planes control with human-eating aliens. In this line drawing game you will navigate planes to crash into each other! This is why we’re calling it reverse planes control game.
In 2015 I founded JamCastle and this was our first game. Guide a flipman and pass as many obstacles as you can!
I deciced to work-out the feedback we received from players of original TimeCube. In result TimeCube 2 had much better retention then previous version of the game and the avarage session length was longer.
Control the time to avoid obstacles along the way! Are you ready to think outside the box? Check out TimeCube 2 and get your mind blown! Game published on: App Store, Google Play and Windows Phone.
Game made in 1 hour together with graphic artist. Premise: drop pot on the oven without spilling out its delicious content!
Game made for Ludum Dare 30, 72 hours gamejam. Premise: fly with a spaceship to catch items and deliver them to waiting aliens!
Your mission is to abduct as many aircrafts as possible! The game was made from the ground-up during 48 hours newgrounds game jam. What I mean by this is that even the game concept was created during these 48 hours.
This was a test for employment at one game studio in Poland. I did the game in about 3 days from concept until implementation of proof-of-concept that you can play now. It was based on the pitch studio sent me.
I was responsible for game design & implementation on the project. We did this game in 11 days for „The Future: 2030” Construct 2 game jam. Game was awarded as runner-up.
I was asked by Bahçeşehir University Game Lab to give workshops as a part of bigger event for indie game developers in Istanbul called Game Education Bootcamp. Workshops took 4+ hours.
The most succesful title from 11 bit studios. In just mere couple of weeks it went to the top at selling charts on AppStore. It has a marvelous, 94 score on Metacritic and won a prestigious Apple Design Award 🙂
Anomaly Korea is the sequel to the mobile hit game: Anomaly Warzone Earth. Again, it was recognized by players and game media getting e.g., Pocket Gamer Golden Award.
Worked as a junior game designer: designing and prototyping game bosses, doing some balance (items in the game: boxes, loots, etc.).
I worked at The Witcher 2: Assassins of Kings (PC). My duties were mainly: game content design&balance.
Towers of Mystoria is a social strategy game for FB with mix of Tower Defense/Tower Offense challenges.
I worked as a game content designer working on: gameplay mechanics, maintaining GDD, designing game world, coming up with descriptions for units and community management.
Mobile runner game that spawned many reeditions and became one of the most popular games of the studio. I worked at basicaly everything design based plus cooperation with programmer and artists.
Sick or funny (it depends on your sense of humour ;)) arcade game that was made when stick games were so popular… 🙂 I came with a game concept, designed game mechanics and some of the levels working at a freelance contract for the studio.
Treasure River is a simple, yet dynamic game where you get points for collecting treasures. It’a a little game, but I’m proud about its controls (you just move mouse) and treasure collecting system.
Fast paced, explosive arcade game where you drive a car with a mounted flamethrower trying to destroy as many cars as you can. I was the only game designer on the project.
Stealth based game. You have to predict enemy moves and plan yours to kill opponents. I worked on as a game designer at: level design, game design, game balance and did some gameplay feature prototyping using Construct 2.
My first profitable game project and very interesting one, because at first it was played only by text messaging (SMS) like a mud game. It was one of the first games like this in Poland. I worked as a freelance game designer and designed whole game mechanics and its world delivering final GDD.
Strategy/RPG web browser based MMOG. I was the only game designer on the project. One of my biggest freelance projects.
I was the only game designer and it’s the second of my biggest freelance projects. I’m very happy for this one, although it’s still not published, because I designed it using a physical prototype.
The idea was born in my head and I somehow managed to organize for one year a series of game design workshops called DBC in Warsaw, Poland.
My friend, game designer, asked me to conduct with him a game design workshops for Sanlab in Turkey and I said yes 🙂
Worked as a freelance game designer at: Level Design : created all levels for Explorer mode of the game and Game Design : I balanced game system (values, properties) and proposed some tweaks about gameplay.
Little Creature was a Tamagotchi-like cancelled game for old mobile phones. I was Lead Game designer at the project managing a programmer and two graphic artists.
From Nothing To Hero was a RPG sim-like cancelled game for old mobile phones. I was Lead Game designer at the project managing a programmer and two graphic artists.
A board game I designed for Pegasus Communications. It was supposed to be a Parcheesi like game, but without randomness. A tournament of this game was to be played and that’s why winning a game should be based on skill rather than luck.
Arcade shoot’em up with a twist: you can control only one canon a time and each canon has its own target distance, so you have to keep switching between canons to destroy enemy robots. It took me five days from the concept to completion. Made in Construct 2.
Experimental platformer exploring a change theme for games. The main concept of the game is built around the idea of giving a player a play-way of changing a board in a dynamic way. It’s WIP and in the future I want to add the goal and make it more intuitive for a player. Made in a week in Construct 2.
My old project that I made on Design Boost Camp workshops with YaQzi 🙂 Arcade gameplay with labyrinth style feeling. You play as an UFO which cannot fly by itself. Instead you have a hook with which you have to catch monsters flying in some direction. When you catch them you fly with them wherever they’re heading.
Prototype of Treasure River that I made during pre-production to test player movement and main gameplay mechanic (collecting treasures). I’m happy especially about controls in this game – you just move your mouse and magic happens, but player still feels in control of his plane. Thanks to this prototype development time of the final game was cut much shorter.
Arcade game in which you steer a car with a flamethrower mounted on a roof. Pure explosion fun where you destroy buildings which gives you speed. The more speed you got, the more buildings you can destroy before time runs out (in theory ;))! Prototype made in 5 days in Construct 2.
1-day game. Twist on Tower Defense formula in which before you place the towers you have to lure enemies in the right spot. Game made in 1 day thanks to Construct 2 and its included pathfinding system 🙂
Game made for fun, small side-project at work and inspired by work 😉 You have five turns. Each turn you have to choose one door. You play as a women having faith in her husband… If behind the door you will see that she’s being cheated then you get a sad face! Otherwise if your husband is faithful to you then you get a smiling face. After fifth turn if you have more sad faces then smiling faces you lost.