Level Designer
Transforming Historical Research into Playable Spaces
My goal is not to make lectures inside games. I use historical research as a design tool to create readable, believable, and playable spaces.
Featured Work
Ready or Not
The Hand attacks a temporary exhibition of Yemeni artworks, forcing the player to protect civilians and prevent the destruction of the museum pieces.
Zemsty Nadszedł
Infiltration combat level build with the Advanced Locomotion system (AGLS), inspired by the real-life Prison raid of 1943
TomoTomo
3D platformer build in Unity and released on Steam, focused on the flow, exploration inside a semi open world
Project 2845
A short sci-fi walking simulator centered on atmosphere and emotion set in a future where humanity conquered space
Level Design Expertise
Engine & Blockout Workflow
I can quickly move from intention to playable space and test if a layout works.
Level Flow & Documentation
I make spaces easier to build, explain and iterate through clear intentions, flow and layout notes.
History as a Design Tool
My historical background gives levels stronger context, believable world logic and cultural texture.
