Horde Hours
A 3D survivors-like. Auto-firing abilities, pooled enemies and VFX, timed waves on a NavMesh, level-up cards, passives and a JSON save system.

Poznań, Poland · Game Development student · open to junior roles
I write the systems that make games feel like games: abilities, turn engines, enemy AI, save data. And I write about why they work — on my channel about the psychology of play.
who · specialisation · interests · goals
I'm a BA Game Development student at Collegium Da Vinci in Poznań (2024 – present), specialising in gameplay programming in Unity 6 and C#. My projects are prototypes I design and code myself: a survivors-like with a data-driven ability system, a deterministic grid-tactics engine, and a 2D dungeon crawler I'm rebuilding from the ground up. Since July 2026 I've also been shipping Eternity Keeper, an open-source save editor for Pillars of Eternity — reverse-engineering a real RPG's save format and verifying every edit in the game.
I care about the psychology of games — telegraphing, tension, the feeling of a "perfect turn". I explore that on my YouTube channel phanto, and it feeds back into how I design mechanics.
I'm looking to start out as a Junior Gameplay Programmer at a studio that makes systemic games—things like tactics, roguelites, RPGs or action titles where emergent systems, smart enemy behavior and reactive environments really drive the experience. Down the line, I'd love to grow into a systems and AI role where I'm not just coding those mechanics, but actively helping design them.
personal — games playable on itch.io, tools released on GitHub — each has its own write-up
A 3D survivors-like. Auto-firing abilities, pooled enemies and VFX, timed waves on a NavMesh, level-up cards, passives and a JSON save system.

Deterministic grid tactics. Read the board, push enemies into pits and into each other, and set up the perfect turn before they get theirs.

A 2D top-down dungeon crawler with telegraphed enemy attacks — data-driven weapons, enemy state machines, a weapon shop, JSON saves and two hand-made floors.

An open-source save editor for Pillars of Eternity, rebuilt for the current game. Inventory, abilities, party, stronghold and vendors, with every edit verified in-game.

team projects, channel, community
Team project · Unity 6 / URP
3D third-person multiplayer "bomb tag" for PC, four-person team. I implemented the bomb-fuse and explosion mechanic, designed the host-authoritative multiplayer architecture (Netcode for GameObjects) and set up the team's Git LFS repository, pull-request workflow and Git guide. Networking is not implemented yet.
Team project · Unity 6 / URP · first-person horror
Four-person team. I built the bear enemy AI (patrol / roar / chase state machine, field-of-view and raycast detection on NavMesh, pulsing URP danger vignette, hurt-and-retreat window, blood overlay and jumpscare sequence), the pause and main menus with fades and post-exposure brightness, the inventory (equip, drop, use), the shadow, keypad, pressure-plate and mirror-beam puzzles with their editor tooling, the level intro flow and the player health state.
Team: Ivan Liaskovski, Maris, Dariia Sedrova. Repository owned by Ivan Liaskovski (MIT).
YouTube channel
English-language video essays on the psychology of video games, including a narrative adaptation of a Pillars of Eternity questline. I research, script and produce the videos and manage the pipeline in Notion.
Team project · Unity 2022.3 · XR Interaction Toolkit
VR gardening sim built on a course template. I wrote the economy layer: an event-driven inventory, item and shop-catalog ScriptableObjects, the vendor and shop UI, a harvest crate that detects produce by physics overlap, collect-on-grab, a pest-infestation system with a timed clear-the-bugs mini-loop, a wild mushroom spawner and multi-fruit clusters.
Team: Joanna Vetulani (template), Ivan Liaskovski, Maris, Dariia Sedrova.
E-sports organisation
I helped prepare and run the tournament on site as a member of the AZS Collegium Da Vinci organising team.
Team project · Unreal Engine 5.6 · Blueprints / C++
Top-down animal-shelter management prototype. My part was small: minor UI work plus ideas for mechanics and the dog species. Version control in Unity Version Control.
Team: Andrzej "BappoEatTaco", Julia "Yuchan".
outside games — what transfers
Web development, content and video production. What transfers to game teams: task planning and estimation in TaskBeat and Azure DevOps, writing technical specifications, UI/UX audits, Git-based work on a remote VM, and editing and publishing 50+ YouTube videos and Shorts in DaVinci Resolve.
email · github · youtube · cv
Looking for a junior gameplay programmer or an intern? I'd love to talk.
Write to me