I am a passionate enthusiast of the video game industry and a reliable professional who’s not afraid to experiment. I play games not only to relax and indulge my passion, but also because I genuinely enjoy analysing great titles from top to bottom, thinking what could be done better, what processes stand behind curious mechanics and so on. I’m the guy you’re looking for when it comes to optimised and honest work, and being kind, communicative and supportive colleague for all of the studio members. See you!

Kevin

I am a passionate enthusiast of the video game industry and a reliable professional who’s not afraid to experiment. I play games not only to relax and indulge my passion, but also because I genuinely enjoy analysing great titles from top to bottom, thinking what could be done better, what processes stand behind curious mechanics and so on. I’m the guy you’re looking for when it comes to optimised and honest work, and being kind, communicative and supportive colleague for all of the studio members. See you!

Available to hire

I am a passionate enthusiast of the video game industry and a reliable professional who’s not afraid to experiment.
I play games not only to relax and indulge my passion, but also because I genuinely enjoy analysing great titles from top to bottom, thinking what could be done better, what processes stand behind curious mechanics and so on.

I’m the guy you’re looking for when it comes to optimised and honest work, and being kind, communicative and supportive colleague for all of the studio members. See you!

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Language

English
Advanced
Polish
Fluent

Work Experience

Senior Level Designer at Mighty KOI
January 1, 2024 - December 1, 2024
Owned combat flow for each arena from first enemy placement to final wave balancing tweaks. Co-developed a roguelite game mode navigation and enemy spawn/AI systems. Mentored Level Designers and Artists, standardized holistic Souls-like aesthetic and game flow, and coordinated with Narrative, Art, and Tech teams to keep communications aligned and design consistent.
Lead Level Designer at Iron Lung
June 1, 2022 - July 1, 2023
Led a cross-functional team of 9 for the Alter Born project, balancing practical execution with production oversight. Managed end-to-end level design tasks and workflows, maintaining high team morale and a collaborative environment.
Level Designer / Level Artist at Titanite Games
April 1, 2021 - December 1, 2021
Evolved from Level Design into Level Art for Arboria, achieving high proficiency in both blockouts and aesthetic world-building. Initiated mentorship of two junior designers and managed multifaceted production tasks.
Lead Level Designer / Level Artist at Arboria (Dread Days Project)
January 1, 2020 - April 1, 2021
Led end-to-end level design for the Dread Days stealth action-adventure Souls-like project, expanding from Level Design into Level Art and delivering cohesive visuals and gameplay systems.
Level Designer at Anshar Studios
September 1, 2023 - November 27, 2025
Architected level design foundations for the Pain Killer project while balancing lead responsibilities with a demanding production schedule during a concurrent engagement at Anshar Studios.
Senior Level Designer at Iron Lung
June 1, 2022 - July 1, 2023
Led a cross-functional team of 9, balancing diverse specializations while maintaining high team morale and a collaborative work environment. Balanced practical execution with production oversight and workflow optimization across level design tasks.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services