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My name is Wojciech Mosiejczuk.
I'm a game designer and this is my

Portfolio

Unreal Engine Blueprints and Behavior Tree

While working on an unannounced project at CreativeForge Games, I was tasked with Blueprint implementation of core gameplay mechanics and creation of NPC AI. By using features like interfaces, event dispatchers and behavior trees we were able to achieve desired performance and keep the system open to easy iteration during development. Screenshots below are illustrative and come from my personal project.

Blueprint best practices Comments, clear flow structure and reroute nodes are key to maintaining blueprint readability. Knowing that the main reason blueprints are eventually nativized into C++ code is not speed, but design complexity and workflow problems, I always try to make my blueprints simple and self-explanatory.
Thinking about performance According to Epic's Sjoerd De Jong, blueprints have no significant performance overhead if used correctly. This includes using custom functions and designing event-based functionality, avoiding casting or nested loops and careful blueprint cross-referencing.
Artificial Intelligence As part of the design team on the project, I was in charge of implementing NPC AI using Behavior Trees. Even with multiple blueprint-based tasks, services and decorators and almost 100 AI actors per level, there were no performance issues.
Phantom Doctrine

Phantom Doctrine is a strategic turn-based espionage thriller set at the peak of the Cold War. I performed a variety of game and level design tasks ranging from writing documentation to capturing promotional screenshots and trailer footage. On top of that, my film-related experience proved to be useful for preparing treatments, screenplays and shot lists for almost 25 minutes of cinematics and in-engine cutscenes.

Content design Many of my responsibilities were related to Phantom Doctrine's content, like creating and supervising character visualization presets or designing items for game's armors and weapon upgrades systems. This required a lot of historical research and management of asset request lists with hundreds of reference photos.
Marketing assets I had the pleasure to capture the gameplay footage that was used in the production of game's trailers. For each trailer I was given a specific list of features that needed to be showcased, some of them requiring me to manually modify save files, interface or camera, or even rearrange levels to get a particular shot.
Call center - Level gameplay Recording of an experienced player's gameplay on one of the levels I designed for Phantom Doctrine. The level features an old factory turned into a clandestine call center managed by a global conspiracy. I used my personal experience of urban exploration to enrich the game's level design vocabulary with skywalks and industrial skylights.
Outro cinematic The main purpose of this cinematic I was asked to write was to incite players to start a new, extended playthrough that offers an in-depth look at Phantom Doctrine's illicit Beholder Initiative. Story by Paweł Kroenke, 2D art by Tomasz Ćwik, animation by Artur Huk.
Achievements and trophies Being an avid console gamer and trophy hunter myself, I volunteered to design game's trophies. After getting approval on desired trophy difficulty and completion time, I created a list that aims to enhance a typical playthrough and encourage players to try more obscure features.
Force Feedback effects Given my experience as a console gamer, designing and implementing controller vibrations was a very informative task. I learned that the trick to good, experience-enhancing Force Feedback effects is to not overdo it: if the player realizes that the controller is vibrating, the effect was most probably too strong or was active for too long.
Maanam być pięknie

47-minute long documentary about a legendary Polish rock band produced for Warner Music Poland, written and directed by me. The film is built around contemporary interviews with band members and radio journalists interlaced with rare clips from the band's archive. Since the lead vocalist has been fighting with cancer, all income from the film's distribution was redirected to a cancer patient support charity.

Opening sequence Presented here are the first 100 seconds from the film, setting the mood for other 45 minutes. The biggest challenge of making this film was creating a coherent narrative out of hours of interviews and often random archival footage.
Official premiere The film's premiere took place in Atlantic cinema in Warsaw, during an official event in the presence of band members. Later that year, the film was broadcast twice on a nationwide TV channel.
Music and lyric videos

While working at Rendeer I had the opportunity to direct and animate several music and lyric videos. I worked closely with my producer and artists to deliver appealing projects in circumstances that were always influenced by time and budget constraints.

Łąki łan - Pola Ar (music video) Inspired by band's New Age philosophy and deep, ambiguous lyrics, the video is a collage on the subject of an agricultural field being the source of all life. 7.5 Million views on Youtube.
Archeo - Burning Down The House (lyric video) Delivered in as little as four days after initial contact from the label, this project tested our ability to work under extreme time pressure.
Doremisie - Kraina Doremisiów (music video) Our first attempt at creating a music video for children. It was received so well it was invited to a children TV channel to air between shows.
Doremisie - Kołysanka Doremisiów (music video) A follow-up to "Kraina Doremisiów", reusing many assets and character rigs, which ended up being delivered in a third of the time it took us to make the previous video.
TV and cinema ads

During almost 10 years that I worked at media postproduction companies I edited and/or animated over a 100 TV and cinema ads, mostly for music and film distributors. Some of them were based on international assets that only needed localization, but what was always required was attention to detail and technical knowledge necessary to follow cinema and TV specifications.

Queen of the Desert (film trailer) Werner Herzog's historical drama with Nicole Kidman. Since the trailer was edited based on an international version, our main focus here was animating the trailer's titles, preparing a subtitle track and creating a cinema-compliant DCP package.
The Greatest Showman Reimagined (cinema ad, 30") The rotating 3D box was animated using Video Copilot's Element 3D plugin for Adobe After Effects.
Ed Sheeran - Shape of You (TV Sponsoring, 8")
Złota kolekcja - Kolędy i pastorałki (TV Sponsoring, 8")

Thank you,

Don't forget to take a look at my CV and visit one of my profiles on twitter, linkedin or imdb.
You can also drop me an e-mail at wojciech@mosiejczuk.pl or give me a call: +48 663 425 457.