Portfolio capture supplied by Mateusz Zych. My contributions are documented below.
Behind the game
My contribution
My work combined gameplay systems, technical level design and environment assembly. I implemented the rules and progression behind multiple game modes, then connected player feedback, persistence and performance work to the in-game experience.
I designed and implemented the core game mode logic. Players had limited time to eliminate enemies; avoiding confrontation triggered Hunger, summoning monsters to push a more aggressive pace.
Dynamic difficulty escalation driven by stream time and kill count.
Locked arena segments, including gas restrictions, and progressively unlocked melee weapons and firearms.
Integrated dedicated Hades audio monologues reacting to each stage of the show.
02
Vision & tactical feedback
I implemented systems that helped players understand the current encounter and make tactical decisions.
Player vision system.
Outline and highlight system revealing enemies in specific level segments and displaying their current state.
03
Missions, saves & inventory
I connected mission progression and the player’s inventory to persistent game state.
Checkpoint/save system persisting game state after each completed mission.
Mission system with save/load persistence.
Inventory UI with item categories, item details and a 3D item preview.
04
Sandbox & campaign production
I created the core gameplay loop for Sandbox Mode and implemented the loading screen system.
Scripted and set-dressed one story campaign level.
Owned its in-level gameplay scripting and environment assembly.
05
Runtime performance
I optimized CPU/GPU performance in real gameplay scenarios while working across rendering and memory budgets.
3D assets, lighting, shaders and materials, shadows, and scalability settings.
GPU VRAM and system RAM usage.
Textures and streaming, collision complexity and asset settings.