Available to hire
Quest designer passionate about building a believable world where story and gameplay go hand in hand. I collaborate across disciplines to ensure every narrative beat feels rooted in the game, and I design quests that are immersive, dynamic, and responsive to player choices.
I focus on quest logic, dialogue systems, and player experience - from pre-production concepting and pitching, through prototyping and in-engine implementation, to patching. I also bring strong data- and feedback-driven iteration habits, and I enjoy creating tools and documentation that keep teams aligned.
Skills
Experience Level
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Language
Polish
Fluent
English
Advanced
French
Beginner
Russian
Beginner
Work Experience
Practical Screenwriter (Junior Quest Designer) at Bahama Films
January 1, 2025 - PresentSupported quest-related narrative work with a focus on practical writing, contributing to production-oriented script and narrative deliverables.
Quest Designer at Dying Light: The Beast
February 1, 2024 - PresentResponsible for designing and implementing both main and side quest content from pre-production through production and up to patching. Owned multiple quest end-to-end from concept, pitching, and prototyping to final in-engine implementation with a strong focus on quest logic, dialogue systems, and player experience. Led a multidisciplinary strike team (LD, LA, CinA rt, Audio, QA) to bring quest content to life while maintaining close collaboration with other departments (including marketing). Contributed to quest dialogue, animated cutscenes, in-game collectibles, and produced documentation to ensure story elements were cohesive, immersive, and (when possible) reactive to player choices.
Junior Quest Designer at Dying Light 2
October 1, 2022 - February 1, 2024Supported the quest team in designing and implementing narrative quest content. Produced clear and detailed quest documentation (pitches, quest cards, and gameplay beat breakdowns). Assisted in prototyping and implementing quests in the engine with attention to logic, dialogue systems, and early-level setup.
Contributed to development of internal design tools (primarily in Google Sheets) and conducted research and data analysis to support narrative and gameplay decisions. Collaborated closely with LD/LA/CinArt teams for seamless quest content integration. Practiced practical screenwriting (credited work) while working on quest systems and narrative beats.
Junior Quest Designer at Dying Light: The Best (L2 & Dying Light: The Beast)
October 1, 2022 - February 1, 2024Supported the quest team in designing and implementing narrative content, with focus on creating clear and detailed quest documentation (pitches, quest cards, and gameplay beat breakdowns). Assisted in prototyping and implementing quests in-engine with attention to logic, dialogue systems, and basic-level setup. Contributed to the development of design tools (primarily in Google Sheets) and conducted research and data analysis to support narrative and gameplay decisions. Collaborated closely with LD, LA, and CinArt teams to ensure seamless integration of quest content.
Game Designer at Undead Clash
April 1, 2022 - September 30, 2022Designed new game mechanics and features from concept to final implementation supported by clear and consistent documentation. Regularly analyzed player feedback and KPI data to identify areas for improvement and inform design decisions. Collaborated closely with cross-functional teams including UX/UI, development, art, and BI to ensure a cohesive player experience. Contributed across all development phases (from early ideation to soft launch), participated in regular playtesting, and helped maintain gameplay quality and balance.
Associate Product Manager at Fishing Clash / Undead Clash (FIS/Jing Clash context from resume)
August 1, 2021 - April 1, 2022Assisted with strategic direction by helping create the product roadmap, planning content drops, and managing delivery pipeline for the Content Team. Worked daily with KPIs to identify product weaknesses, design opportunity areas, and inform data-driven decisions.
Created product documentation (e.g., product briefs), formulated hypotheses, and proposed research initiatives to improve player engagement and business performance. Collaborated closely with LiveOps and Feature teams, delegated tasks in coordination with production, and owned in-game CSR initiatives.
Associate Product Manager at Fishing Clash
August 1, 2021 - April 1, 2022Supported the strategic direction of the product by assisting with roadmap creation, planning content drops, and managing the Content Team’s delivery pipeline. Worked daily with KPIs to identify product weaknesses, design opportunities, and inform data-driven decisions. Created clear documentation (e.g., product briefs), formulated hypotheses, and proposed research initiatives to improve player engagement and business performance. Collaborated closely with Live Ops and Feature teams, delegated tasks in coordination with production, and took ownership of in-game CSR initiatives.
Education
PhD in Art & Humanities (major: Linguistics; minor: Cultural Anthropology) at University of Wrocław
October 1, 2013 - June 1, 2018PhD in Art & Humanities (Major: Linguistics; Minor: Cultural Anthropology) at University of Wrocław
October 1, 2013 - June 1, 2018Qualifications
Industry Experience
Gaming, Media & Entertainment, Professional Services, Software & Internet
Skills
Experience Level
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
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