Unannounced Wild West RPG

as Senior Programmer at Zakazane

Screenshots from three mobile games I've worked on

The game is a mature, dark, dialogue heavy RPG set in Wild West. It's inspired by True Detective and Deadwood.

For this game I made a custom Dialogue System in Unreal Engine 5. It's a complete toolset built from two main components - Dialogue Tree Editor and Cinematic Editor. First, writers took care of preparing dialogue flow, defining skill checks, branching etc. using Dialogue Tree Editor. Then, Cinematic Editor could make these dialogues into full-on cutscenes with gestures, character emotional states, camera cuts etc. with a realtime preview.

I was also responsible for making the foundations of core gameplay systems for quests, map and interaction that drive player progression and world interactivity.

Through the development of the game I also made a lot of editor tools that helped other team members with their jobs.

Uragun

as Lead Programmer at Kool2Play

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 at Noobz From Poland

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 at Daftcode

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

Skate

Prototype

Prototype made in Unreal Engine for a platformer designed around using skateboard for different things based on gamplay context.

For this project I've implemented modular movement system based around built-in Character Movement Component, learned about creating animations inside the engine, implemented reusable combo system, tested some ideas for movement mechanics and learned a lot about implementing dynamic audio using built-in MetaSounds plugin.

UE5 Locomotion & Procedural Animation Exploration

Prototype

A deep dive into dynamic character locomotion and procedural animation systems in Unreal Engine 5. This project focuses on custom C++ Control Rig nodes, foot placement, stride adjustments, and rotational responsiveness to achieve smooth, grounded movement without sacrificing input control.

Key Technical Features

  • 1. Custom Stride Warping (Walk / Run)
    • Objective: Minimize foot sliding caused by speed variations across directional animations.
    • Implementation: Designed a custom Control Rig node operating on FControlRigElementKey instead of relying on the default AnimBP Stride Warping node due to skeleton constraints.
    • Workflow: Baked root motion speed into animation curves using a custom Motion Extractor Modifier. The Control Rig samples this curve dynamically to scale real-time movement velocity, with an added StrideWarpingAlpha variable to selectively toggle warping per movement mode.
  • 2. Procedural Aim & Turn Correction
    • Objective: Enhance rotation responsiveness and convey character intent without visual popping.
    • Implementation: Built a custom C++ Control Rig node that applies delta rotation across a bone chain with configurable easing (rotating the head more aggressively than the neck and spine).
    • Locomotion Turning: Uses movement input acceleration to subtly turn the head toward the target direction ahead of the body.
    • Aiming Mode: Takes player Control Rotation directly for pitch/yaw targeting. Sharing the underlying system between locomotion and aiming ensured seamless visual transitions.
  • 3. C++ Foot Locking System (Sneak / Crouched Mode)
    • Objective: Eliminate noticeable foot sliding during tight rotations and low-speed, crouched stances.
    • Implementation: Created a C++ Control Rig node that pins feet to World Space transforms upon ground contact until unplanted. Kept location locked while smoothly interpolating rotation to match player input.
    • Automation: Developed a custom C++ Anim Modifier to automatically generate foot contact curves driven by asset configuration. Added a secondary modifier to dynamically override locking via a FootLockMultiplier curve.
  • 4. Dynamic Foot & Hand Ground Placement (IK)
    • Objective: Maintain realistic physical grounding across uneven terrain.
    • Implementation: Implemented a C++ Control Rig node performing shape sweeps per limb to offset IK effectors dynamically.
    • Versatility: Reuses the contact curve data from the Foot Lock system and extends coverage to both feet and hands during quadrupedal/sneak locomotion.

Heard From The Internet Lines

Prototype

Prototype made in Unreal Engine for a game inspired by our childhood, stop motion animation and european eastern bloc countries culture during 90s.

I was able to implement some foundations for the game, like camera system, framework for gameplay based around open-world with story progressing with each day, dialogue system, interaction system etc.

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

Prototype made in Unity and Proton where instead of shooting directly at your opponent, players were forced to activate traps that were scattered around the level. 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.

Portait photo of me


GitHub miknios@gmail.com


Hello! My name is Mikołaj Wójcik and I’m a game programmer with 7 years of commercial experience. My main focus is gameplay programming: building responsive character controllers, fluid movement, expressive animation, intuitive UI, and high-impact shaders & effects that make the game feel great to play.

I also love to create all kinds of other, non-game, things.

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

I made some plugins for UE while working on my side projects. You're free to use them and check their code out on GitHub, but sadly I don't have enough time to make documentation for how you use them exactly.

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

link to my CV