Technical Game Designer specializing in Unreal Engine 5, C++, and scalable gameplay architectures. I build the systems that make games feel alive.
Technical architecture and design philosophy behind my work.
Handled Jira workflows alongside production. Led a remote cross-border team of students from Malmö and Warsaw, practicing professional remote teamwork.
Architected Ability Design and Player Controls, collaborating closely with artists to ensure visual-mechanical synergy.
Creating a responsive and fluid feline movement system that feels agile yet grounded.
Developed custom Unity C# Game Mechanics focusing on physics-based locomotion and intuitive player controls.
Switching gravity caused jitter and broke character movement prediction in multiplayer.
Rewrote the CharacterMovementComponent to support arbitrary gravity vectors using custom Quaternion-based rotation lerps.
I am a Technical Game Designer with over 5 years of experience in the industry. My passion lies at the intersection of creative vision and technical execution.
I started my career as a gameplay programmer, which gave me the deep technical foundation needed to understand how games work under the hood. Today, I use that knowledge to design systems that are not only fun for players but also efficient for developers.
Whether it's architecting a complex AI sensory system or building custom editor tools to speed up level design, I focus on creating scalable solutions that empower the entire team.
I believe that the best game design is invisible, supported by robust and scalable code. As a Technical Game Designer, I don't just ask "Is it fun?"—I ask "Is it performant, maintainable, and extensible?"