MATEUSZ ZYCH
Senior Technical Level Designer
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.
Explore project
Co-Lead Technical Level Designer / Artist
Technical world implementation, rendering optimization and editor tools for an open-world driving game.
View gallery & my work
Explore project
Technical Level Designer / Artist / Scripter
Game-wide quest and player systems, the Manhunt game mode, and performance work across gameplay, lighting and Blueprints.
View gallery & my work
Explore project
Level Designer / Artist / Scripter
Designed, implemented and scripted 16 of 24 levels, from blockout and environment passes to combat encounters and final gameplay.
View gallery & my workProject screenshots show the games as a whole. My responsibilities are listed separately for each project.

04 · Game jam → Steam
Core gameplay logic and main systems in a five-person team, from Global Game Jam to Steam.
Explore project
05 · Gameplay / QA
Minimap implementation, level scripting and gameplay polish, following my earlier work in QA.
Explore project
06 · Demo / Unreleased
A full playable demo with construction, dialogue, campaign flow, AI encounters and quests.
Explore projectBeyond the blockout
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.
Blockout to final, player flow, combat encounters, environment composition and level streaming.
Blueprints, AI, quests, save/load, inventory, achievements and reusable production tools.
Materials, lighting, VFX, CPU/GPU profiling, LODs, instancing, streaming and graphics scalability.
Apr 2026 — PresentCurrent role
Gaming Factory S.A.
View current role on LinkedIn (opens in a new tab)Nov 2024 — Jul 2025
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
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
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
Madmind Studio S.A.
Bug investigation, test cases, smoke tests and regression testing for Agony.
Education
Kazimierz Wielki University, Bydgoszcz
2013 — 2016
Production toolkit
Unreal Engine 4 & 5 · Blueprints · Unreal Insights · Git · Perforce · TortoiseSVN
Languages
Polish · English