Quest Designer
Warsaw, Poland
Ten years of GMing for TTRPGs and LARPs gave me an interest and experience in narrative as a core of the game experience. Pulled into game dev, I studied at FutureGames, where I got into the technical side, game engines and coding in Blueprints and C#. I started to specialise in in-engine implementation of quest systems and branching narratives, which led me to Quest Design. Instead of a graduation internship, I was mentored by a Senior Quest Designer from CD PROJEKT RED. I'm now looking for a role where a passion for narrative and technical craft can do real work.
Game Overview
A first-person puzzle game where the player acts as an exorcist for hire, tasked with identifying the demon inhabiting a flat and performing the corresponding ritual to expel it. The core mechanic is adapted from the classic board game Mastermind — possessed objects placed on a pentagram yield score feedback, guiding deduction. Demon behaviours and the Exorcist's Book provide narrative-driven hints.
My Role:
Product Owner, Gameplay/Narrative Designer
The Challenges
One of the key challenges was identifying what made our prototype fun. Through iterative analysis we realised our core loop resembled Mastermind — this discovery led us to refine it first as a paper prototype, then implement it in-engine. A second challenge was building a meaningful hint system: rather than static tooltips, hints emerge organically from demon behaviours that players cross-reference with the Exorcist's Book, making deduction feel immersive and rewarding.
Blueprints
Core Gameplay Loop — Mastermind inspired puzzle:
EXPAND ↓Data table with 13 demons, each with 4 special objects, 3 behaviours, and 3 narrative prompts stored as Blueprint Component references. On game start, a random demon is selected; its objects are stored in the player Blueprint; placement on pentagram triggers ritual power calculation.
Right after the launch of the game, we get a random demon from the data table. We get his special objects into the player's blueprint and store there for reference:
We check the placement of the objects onto the pentagram, and if we have 5 objects placed, we calculate the ritual's power, and if we are in easy mode, create glow for the placed objects:
Hint System:
EXPAND ↓After each unsuccessful attempt to solve the ritual, we are launching one hint to appear. This is very customisable — the hints could be launched after several attempts, or depending on the player's hp:
Game Overview
A 3D puzzle platformer where the player controls a young wolf navigating a dark forest and a witch's hut. Solve environmental puzzles, avoid enemies, and confront a final boss.
My Role:
Product Owner, Game & Level Design
The Challenges
Early levels felt repetitive — resolved by mixing strict 2D platforming with 3D sections and adding puzzle variety without new mechanics. Tutorial gap was addressed by introducing a friendly NPC (reskinned enemy) who teaches controls through in-world dialogue, reinforcing narrative. Final boss was scope-creeping — redesigned to use only existing mechanics and assets. Forest danger was emphasised through State Tree AI: slow but persistent enemy roaming that creates ambient tension.
Blueprints
Hunter AI patrolling using State Trees:
EXPAND ↓
Final puzzle:
EXPAND ↓The goal of the final puzzle is to find 4 bottles on the map and drop them into the cauldron, while avoiding being caught by the witch. Every time a bottle is dropped, the cauldron must indicate that the player is a step closer to winning. If the player takes too long, the witch might stabilise the cauldron, and the player will need to drop additional bottles.
Game Overview
A co-op simulation game where players act as witches running a daycare for magical creatures. Tend to creature needs before they turn into monsters and cause chaos.
My Role:
Gameplay Designer, UX/UI Designer
The Challenges
First collaborative project — risk of scope creep managed by designing self-sufficient, incrementally implementable AI behaviours. Empty map space caused AI clustering and reduced player interaction; resolved by placing a barricade and a workstation to create meaningful encounter zones.
Velen — Side Quest — ~5 Min
A mod quest for The Witcher 3: Wild Hunt, made in 2 weeks with RedKit.
quest Overview
The quest tells a story about Gerald taking a contract to find missing workers from Crossroad Inn. After some investigation, fighting monsters, inspecting dead bodies Gerald finds workers held prisoners by trolls. Gerald frees the prisoners by negotiating with or slaughtering trolls.
featuring
Characters
Geralt
The player character from the game.
Mother Milica
Mother of Igor, one of the tavern workers who went missing.
Innkeeper
Main quest giver. Employer of the workers who went missing. He put a notice on the notice board.
Igor
A worker that went missing. He is the one who helped trolls to put an order for beer.
Duroslav
The other unsuspecting worker, sent to deliver the beer order and went missing.
Trolls
Three identical trolls holding workers hostage. They aren't evil, just stupid. And they love beer.
Quest Flow & Playthrough
START: Taking the quest
Player can start quest by talking to the Crossroad Innkeeper. Or before that, player can find a notice on the notice board — it will add an additional branch to the Onboarding Dialogue.
0:00
Innkeeper Start
Quest start point. Enter an area in front of the Crossroads Innkeeper.
2:10
Notice Board Start
It will still lead to the Innkeeper, but will add a choice for Gerald in dialogue.
Onboarding Dialogue
Player learned about the quest and is introduced to Mother Milica. Starting with Notice Board Start adds a few extra dialogue lines to show her personality.
Exploration: Following the Trail
Phases
4:30
Following Cart Track
Player follows cart tracks using Witcher Senses.
5:05
Encounter with Ghouls
Player faces 4 ghouls surrounding a dead body. Player must kill the ghouls.
5:25
Inspect Dead Body
Gerald says the body has been dead for a week — not the worker we're looking for.
5:45
Find Next Clues
Player looks around to find footprints. Following them leads to the troll lair.
Fluff
4:55
Investigation Oneliner
Gerald comments on the direction of the tracks — at the point where they change direction away from the expected path.
5:35
Investigation Oneliner
Gerald acknowledges finding the cart used by the missing workers.
5:45
Inspecting Footprints
Player can inspect the footprints.
Overseeing the Troll Lair
Player sees a group of trolls gathered around a fire, near a big stack of barrels. Next to them: two men tied up on the ground. Player can approach trolls to start a scene, or talk to the workers first.
8:38
Talking to Workers
Gerald will have additional options when talking with the trolls.
CHOICE: Talking with Trolls
Player starts a scene. There are 2 dialogue options by default. A 3rd option may appear.
6:20
Branch 1: Negotiation
Gerald talks with trolls. Everyone is happy. Workers go home.
7:05
Branch 2: Fight
Gerald kills trolls. Workers are sad, but free to go home.
9:15
Branch 3: Trolls Go to Tavern
Gerald suggests trolls go work in the tavern. They agree.
AFTERMATH: Returning
Player returns to the Innkeeper. Different outcomes depending on chosen branch.
Branch 1 & 2
Branch 3
7:45
Way Back & Living World Oneliner
A small scene to show the player the aftermath of their decision.
8:25
Reward (normal)
Innkeeper gives Gerald money.
10:50
Reward (Branch 3)
Innkeeper gives Gerald more money and a few bottles of alcohol.
10:30
Troll Oneliner
Player walks in to see the trolls already hard at work in the tavern.