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.
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.
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.
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.
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.