About me
I like making things. Mostly, I make games. I'm a gameplay programmer based in London, working primarily in C++ with extensive experience in C#.
My focus is on how games feel to play. I build gameplay systems and tools, and contribute to game and technical design. My UI/UX work is part of that same focus on getting the interactions right.
I have the right to work in the UK through settled status, and across the EU/EEA with EU citizenship.
I also make little robots and practical things, like automatic lights for my partner's vanity. Away from the screen, I enjoy crafts and DIY, from sewing to making furniture. You might find me hiking or at a theme park, too.
How I got here
I was born in Poland and moved to Norway when I was about five. At around twelve, after getting my first PC, I started making things in Unity. Minecraft soon became where I spent most of my time creating, using command blocks and Skript to build adventure maps and entire RPGs with spells and custom items.
I studied media and communications in high school and initially pursued film. After deciding against a career in that industry, I wasn't sure what I wanted to do. I eventually moved to Brighton to study psychology with criminology.
During my second year, I returned to making games and started pursuing a career in them, picking up Unreal alongside Unity. I began bringing what I'd learned in psychology into my design work, paying more attention to how players responded and what made an interaction satisfying. Playtesting became a way to understand those responses and refine the design around them.
A conversation with my partner in my final year helped me commit to that direction. At WASD in London, I discovered Tranzfuser and met my future co-director. We put together a small team to build Lumi: Starbound Adventure, my first substantial Unreal project.
I developed the project alongside my final-year studies, graduating with a 2:1 honours degree and a place in Tranzfuser already secured. We went on to win Tranzfuser and receive a UK Games Fund grant. When the funding eventually ran out, we had to stop development and find other work.
I went on to spend a year at Pocket Sized Hands working on the Bendy ports. Around the same time, I joined Unmasked Truths part-time, working evenings and weekends. That grew into my current full-time role as Creative Technical Director and Lead Designer at SuperPROTEIN Studios.
Experience
- 2024 - present / SuperPROTEIN Studios
- Lead Programmer, then Creative Technical Director & Lead Designer
- 2024 - 2025 / Pocket Sized Hands
- Games Programmer, working on the Bendy ports
- 2022 - 2024 / Dreaming Giants
- Co-founder, Creative Director & Lead Programmer