Uragun

as Lead Programmer

Uragun is an arcade twin-stick shooter with constant action and fluid movement.

I had a chance to work on most of its codebase. That includes gameplay, movement, progression, UI, animations, optimization, shaders, etc.

While I joined the team as a regular programmer, I wanted to be more involved and gained the trust to, at some point, take over a lead role in the project.

Currently, we are in the progress of redoing lots of stuff to make this game into a roguelike.

Uragun on steam

Total Tank Simulator

as Unity Developer

During my short time in Noobz From Poland I was responsible for implementing Steam Workshop mods support from the ground up for the already released Total Tank Simulator.

TTS on steam

Legendary

as Junior Unity Developer

Screenshots from game titled Legendary

Legendary is mobile online tactical brawler game in which you have to collect your heroes, level them up and use them to fight other players.

I did many things for this project including gameplay logic, custom shaders and UI. I also had a chance to learn ECS concepts during my time working on this project.

Mobile Games

Screenshots from three mobile games I've worked on

During my time as an intern at DaftMobile I was responsible for fast prototyping of many mobile game ideas. Some of them were later developed and released on AppStore and Google Play.

Side projects

In my free time, I love to create all kinds of things. Whether it's music, visuals, photography, or games I always look toward experimenting and extending my skills.

Here's some of the stuff that I've made:

Atlantis

Thesis project

When I played Abzû a few years ago I was amazed by how well it looked and ran on my pretty old PC. So, for this project, I decided to explore optimization techniques that allow to simulate and display big amounts of objects in real-time.

I've implemented a movement algorithm using Data-Oriented Design principles and compute shaders. Fish are rendered in an optimal way using GPU Instancing and persistent transform data in GPU buffers that are updated directly in compute shaders. There is also asynchronous data synchronization, so I could query physics on the CPU and send back the results to GPU without blocking game execution. I've implemented animation in vertex shader that takes into account the acceleration and rotation changes of every fish. I've also done some visual effects like sand, caustics, or light shafts to help convey the underwater vibe.

I tried to include as many elements as possible because I know that it's easy to make conclusions from prototypes where only the bare minimum is present. But the biggest challenges often arise when you're trying to put prototype into context.

I wanted to release the full project publicly, but in the end, I used some assets from Unity Asset Store, so I couldn't. Instead I've put some of its code on GitHub and I'm planning to write some articles to explain the most important things that I've learned while making this project.

Youtube video

Heard From The Internet Lines

Current side-project

We (me and my friend Maciek) are making a adventure game inspired by our childhood, stop motion animation and european eastern bloc countries culture during 90s.
It's still very early in production, so we're still figuring out what this game really is.

We're making this using Unreal Engine. So far I've made some foundations for the game. Things like dialogue system with node editor that allows you to set camera shots, expressions and other per-dialogue line config; interaction system; or camera system. Currently I'm working on making the overall game flow possible - main and side quests, level flow, NPCs, player and world state save/load and of course I'm making tools, so it's easy to create and test content for me and my friend who is not a programmer.

Devlog Video

The Walk

GMTK Game Jam 2023 submission

Theme for 2023 GMTK Game Jam was "Roles Reversed". Our take on the theme was to create a world where dogs walk humans. Gameplay is very simple as we wanted to focus mostly on evoking emotions. We are very happy with how this one turned out. Most people who got to the end seem to be surprised by the ending and felt things.

You can play the game on PC from browser. Try giving it a shot!

itch.io page

Reactive visuals for music shows

I wanted to explore the possibilities of visually reacting to things that happen during a show in real-time.

I've had a chance to make projects for a few live sets that analyzed audio signal and used data captured by Kinect to create things that react to performers and to their audience.

Multiplayer FPS Prototype

Idea was to create FPS where you don't shoot directly at your opponent, but instead to traps that are everywhere around. A bit like in Quake where with a rocket launcher you have to think a bit ahead and aim where your enemy will be in a second.

I've made a prototype, but sadly because of lack of time at that moment it was abandoned.

Portait photo of me miknios@gmail.com

Hello! My name is Mikołaj Wójcik and I'm a game programmer.
I'm not specialized in any specific field. I love to create all kinds of things and I'm eager to learn new skills and take on challenges.

My game dev experience is based mostly on projects made in Unity. I'm using it professionally for 5 years now. Regardless, as a quick learner, I don't feel tied to a specific game engine. For me, game development concepts are rather universal, so I'm always open to other technologies.

My current side-project is a adventure game called Heard From The Internet Lines which is made in Unreal Engine.

Feel free to explore projects that I had a chance to work on in the "works" page.

Take a look at my CV for more information about my working experience, education and skills:

link to my CV