PAINKILLER (2025)
I joined the Painkiller project right after the release of Layers of Fear. Initially, I took on co-ownership of two levels from the desert biome, supporting the work of Piotr Bednarczuk
Later in the project, I was entrusted with prototyping the roguelike game mode, new objectives and full ownership of Six new arenas for Rogue angel.
Painkiller is a reboot of the iconic Polish series – a 3-player co-op shooter where players traverse richly detailed gothic locations while battling hordes of demons.
My responsibilities
- Full ownership and co-ownership of multiple levels and game sections, ensuring seamless cross-departmental collaboration (art, audio, tech) to maintain a cohesive vision
- Designing and iterating on Level Design pipelines, actively contributing to their optimization and providing constructive feedback to improve workflows
- End-to-end involvement in level and arena creation – from initial ideation and top-down layouts to greyboxing, blockouts, and final gameplay setups
- Creating proof of concept/prototyping new roguelike game mode
- Scripting gameplay scenarios and implementing level-specific mechanics to enhance player engagement
- Designing, implementing, and fine-tuning combat encounters, ensuring balanced and engaging gameplay experiences
- Conducting technical passes to refine gameplay and player navigation, including collision, pathfinding, and performance optimization
- Maintaining comprehensive and detailed documentation for all owned features and levels to ensure clarity and alignment across teams
- Collaborating closely with QA to identify, reproduce, and resolve bugs, ensuring a polished final product
- Actively participating in feedback loops and internal playtests to identify areas for improvement and enhance overall player experience.








