MZ.

Hi, I’m

Mateusz Zych.

Bydgoszcz, Poland Unreal Engine

Currently at Gaming Factory

Senior Technical Level Designer

From the first blockout to the final frame. I build levels, gameplay systems and tools — and work on what makes them run.

A few worlds I’ve worked onExplore Japanese Drift Master

Selected work

01 — 06
A wooden walkway across a ruined prison interior in TormentorExplore project
Tormentor · Game imagery
02Horror / Gameplay systems

Tormentor

Technical Level Designer / Artist / Scripter

Game-wide quest and player systems, the Manhunt game mode, and performance work across gameplay, lighting and Blueprints.

  • Technical design
  • Blueprints
  • Gameplay
View gallery & my work
My contribution
  • Designed and implemented the mission/quest system, including its logic and widgets.
  • Built checkpoint, save/load, inventory and achievement systems.
  • Implemented interactions, object highlighting and the level loading flow.
  • Owned the Manhunt GameMode, including gameplay logic and rules.
  • Profiled CPU/GPU bottlenecks, optimized lighting and refactored expensive Blueprint logic within performance and memory budgets.
View game on Steam (opens in a new tab)
Gameplay in a large lava-lit environment in SuccubusExplore project
Succubus · Game imagery
03Action / Level design

Succubus

Level Designer / Artist / Scripter

Designed, implemented and scripted 16 of 24 levels, from blockout and environment passes to combat encounters and final gameplay.

  • Level design
  • AI
  • Implementation
View gallery & my work
My contribution
  • Owned level layouts, flow, pacing, readability and player guidance.
  • Built environment passes with composition, set dressing and atmosphere supporting gameplay.
  • Scripted missions, triggers, events and level-specific gameplay in Blueprints.
  • Designed AI encounters, enemy placement, spawn logic, escalation and difficulty.
  • Managed sub-level organization and streaming, then carried out optimization and polish passes.
View game on Steam (opens in a new tab)

Project screenshots show the games as a whole. My responsibilities are listed separately for each project.

More projects

Sunbeams entering a cavern in Agony

05 · Gameplay / QA

Agony

Minimap implementation, level scripting and gameplay polish, following my earlier work in QA.

Explore project

Beyond the blockout

Design instinct.
Technical mindset.

I'm Mateusz, a Senior Technical Level Designer at Gaming Factory. My background spans QA, level production, team leadership and technical art across UE4 and UE5.

I connect how a level plays with how it is built and how it runs. I work on player flow, Blueprint gameplay systems, visual implementation and CPU/GPU performance, and build tools that make production easier.

As a Lead, I mentored teams of 1–3 junior designers while staying hands-on with implementation.

01

Level design

Blockout to final, player flow, combat encounters, environment composition and level streaming.

02

Technical design

Blueprints, AI, quests, save/load, inventory, achievements and reusable production tools.

03

Technical art

Materials, lighting, VFX, CPU/GPU profiling, LODs, instancing, streaming and graphics scalability.

Selected experience

Full CV (download PDF)

Nov 2024 — Jul 2025

Co-Lead Technical Level Designer / Artist

Gaming Factory S.A.

Technical world implementation, optimization, editor tools and graphics scalability for Japanese Drift Master.

Part-time contract alongside my Lead Level Designer role.

Jan 2021 — Dec 2025

Lead Level Designer

Madmind Studio S.A.

Led and mentored junior designers, owned end-to-end level production, and implemented gameplay systems and reusable Blueprint frameworks. Projects included Tormentor and Agony: Lords of Hell.

Jan 2019 — Jan 2021

Level Designer

Madmind Studio S.A.

Level production, environment passes, mission scripting, AI encounters and streaming for Succubus, with additional gameplay work on Agony.

Jul 2017 — Dec 2018

Quality Assurance

Madmind Studio S.A.

Bug investigation, test cases, smoke tests and regression testing for Agony.

Education

Bachelor’s degree in Game Design

Kazimierz Wielki University, Bydgoszcz
2013 — 2016

Production toolkit

Unreal Engine 4 & 5 · Blueprints · Unreal Insights · Git · Perforce · TortoiseSVN

Languages

Polish · English

Have a project in mind?

Let's build
something playable.

Get in touchzychm16@gmail.com