
Bartosz Figiel
Game Designer
Hello! My name is Bartosz and I am currently working as an open world designer at Techland. I hold a BSc in Game Design and Game Studies.
EXPERIENCE
Sports: Renovations
I was responsible for creating the creative vision of the game. I was with the company from the very beginning of the project, developing a comprehensive game design document, collaborating with the narrative team, and shaping the game's story. During the production phase, I created mechanics documentation for other departments, especially programming. I also implemented game features and worked directly in the engine.
From the middle of production, I had to take on the role of a producer, establishing clear communication with the publisher and the porting team.
Trailer by GoatGamez
Role(s) and responsibilities:
Lead Game Design / Game Director
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Leading team of designers
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Creat and hold the creative vision of the game
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Establish a clear game documentation pipeline for the team
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Reaserching and developing new documentation system based on Notion, Google Docs
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Gameplay features implementation in game engine
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Working close with publisher and the porting team
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Maintaing game production
Wardogz
My responsibilities were to design core open world elements, narrative design and quest design consulting and combat analysis for future gameplay and combat design.
Genre: Action Adventure
Engine: Unreal Engine 4
Platform: PC
Image by Illusion Ray.
Role(s) and responsibilities:
Game Design
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Core Gameplay Mechanics Design
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Open World Design
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Combat Design
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Game Analysis
Trailer by GameHunters.
Gunsmith Simulator
"Become a gunsmith and run your own workshop! Enchance weapons with the parts of your own creation, fix up the broken guns, and customize them." I was mainly responbile for level design and level art, and seconadry for testing and analysing gameplay solutions and mechanics."
Role(s) and responsibilities:
Level Design
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Gathering levels references
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Sketching top down levels
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Blocking levels
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Level Art
Trailer by GameHunters.
Medieval Farmer
Medieval Farmer is a game about managing medieval farm, and survive in medieval circumstances. The main goal of game design was to create engaging build - harvest - progress gameplay that will satisfy player. I was responsible for design process that include GDD and Concept design, and whole pre production phase which include making of vertical slice and trailer.
Role(s) and responsibilities:
Game Design
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Game concept writing
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GDD writing
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Core game mechanics design
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Prototyping mechanics with Unreal blueprint system
Level Design
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Design and build semi open world medieval enviroment for vertical slice purposes
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Level Art
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Lighting and Post Processing
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Landscape modeling in engine
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Foliage Tool
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Lumen light testing
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Nanite technology testing
Cinematic Design
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Creating and designing cinematic scenes
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Using Unreal Engine sequencer
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Adobe Premiere Pro montage
Trailer by GameHunters.
Mars Colony Builder
I was concepting and designing Mars Colony builder for strategy - building game with survival vibe. My responsibilities were to create concept, GDD and vertical slice of the game.
Role(s) and responsibilities:
Game Design
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Game concept writing
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GDD writing
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Core game mechanics design
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Prototyping gameplay mechanics in C++
Level Design
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Design and build semi open world medieval enviroment for vertical slice purposes
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Level Art
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Lighting and Post Processing
Cinematic Design
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Creating and designing cinematic scenes
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Using Unreal Engine sequencer
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Adobe Premiere Pro montage
God Bless Your Wondeful World
GBYWW is a simple narrative walking sim with heavy emphasis on atmospheric storytelling by mixing voice-over narration with realistic environments using Unreal Engine 5 and Quixel Megascans. The story focuses on conflict between the player and his character, while the narrative slowly unveils the character’s background.
Genre: Walking Simulator
Engine: Unreal Engine 4
Platform: PC

Graphic by Bartosz Figiel.
Role(s) and responsibilities:
Game Design
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Core mechanics design
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GDD Writing
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Mechanics analyzing
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Blueprint Core Mechanics Programming
Level Design
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White Boxing
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Landscape Sculpting
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World Creator Landscape
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Heighmap Creation
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Auto Landscape Material Creation
Reaserch
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Searching for similiar games
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GDC Learning
CC
Fazer GDD
Fazer is a GDD project of First Person roguelike action game. The main goal of the design was to create a roguelike game with satisfying combat gameplay.
Genre: Action Rogulike
Engine: Unreal Engine 4
Platform: PC

Graphic by Bartosz Figiel.
Role(s) and responsibilities:
Game Design
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Core mechanics design
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GDD Writing
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Mechanics analyzing
Reaserch
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Searching for similiar games
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GDC Learning
CC

Graphic by Bartosz Figiel.
Yellow Pickup
Yellow Pickup was game created for University project. It is simply game about a car running from zombies through checkpoints. Project ended with gameplay prototype. The main goal for project was to learn Unreal Engine 4 Enviroment, video games production pipeline and design prinicples in small video games.
Genre: Racing Survival Game
Engine: Unreal Engine 4
Platform: PC
Role(s) and responsibilities:
Project Managment:
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Scrum team managment
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Creating tasks
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Evaluate progress
Game Design
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GDD writing
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Designing core mechanics
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Prototyping mechanics in Unreal Engine blueprints system
Graphic by Bartosz Figiel.
Braindance
Braindance is a game with educational purposes, the main design goal was to create a mobile game which can improve brain functions through various game modes.
Genre: Mobile Educational Game
Engine: Unreal Engine 4
Platform: Android

Role(s) and responsibilities:
Project Managment:
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Scrum team managment
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Creating tasks
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Evaluate progress
Game Design
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GDD writing
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Designing core mechanics

TechnoChess
TechnoChess is a GameJam project. The design intenstion was to make simple boss rush game and to learn GameMaker engine. I was mainly responsible for game design and in engine technical aspects of the game.
Genre: Boss Rush
Engine: GameMaker
Platform: PC
Graphic by Bartosz Figiel.
Role(s) and responsibilities:
Game Director
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Designing core mechanics
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Discussing game design
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Communication bridge between designers and programmers
Czas pogardy
Czas pogardy is simple RPG system designed for casual players. System includes various RPG scenarios in theme of World War II in Poland.
Genre: cRPG
Engine: Own RPG system
Platform: Tabletop

Graphic by Jakub Różalski https://www.artstation.com/jakubrozalski
Role(s) and responsibilities:
Game Design
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Designing core mechanics
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Design RPG systems
Narrative Design
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Creating story driven RPG game
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Designing NPC characters
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Designing PC characters

Graphic by Jakub Różalski https://www.artstation.com/jakubrozalski
Dzień Sądu
Dzień Sądu is my first solo rpg script. The scenario is taking place in Poland under German occupation, and we are playing an elite polish unit called Cichociemni. The players goal is to prepare an assasination plan to kill Adolf Hitler. I learnt a lot writing this scenario like how to make proper motivation for players and make believable world.
Genre: cRPG
Engine:
Platform: Tabletop
Role(s) and responsibilities:
Game Design
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Designing core mechanics
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Design RPG systems
Narrative Design
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Creating story driven RPG game
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Designing NPC characters
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Designing PC characters
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World Building Elements
Graphic by Jakub Różalski https://www.artstation.com/jakubrozalski
Metalowy Ptak
Metalowy Ptak is a script for Neuroshima RPG. Scenario is one shot, action script about exploring dangerous neojungle, and encounter plenty of mutans and all of this in great desgined post apocalyptic world. My part of the job was to create encounters and two of four playable characters - create for them a motivations, quests and backstory.
Genre: cRPG
Engine: Neuroshima
Platform: Tabletop

Role(s) and responsibilities:
Game Design
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Designing core mechanics
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Desiging game in Neuroshima RPG System
Narrative Design
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Creating story driven RPG game
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Designing NPC characters
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Designing PC characters
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World Building Elements
Genre: Action LARP

Oil Punk
Oil Punk is an Action Larp designed to be played by 60 players in open enviroment. The plot is set in post apocalyptic world where Oil is everythink. I was mainly responible in creating whole mechanic section of the LARP.
Graphic by Błażej Teska.
Role(s) and responsibilities:
Gameplay Design
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Designing core mechanics
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Desiging mechanic system
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Designing Economy system
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Desigining Gameplay Features
Role(s) and responsibilities:
Gameplay Design
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Designing core mechanics
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Lead of creative work
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Design special cards
Wasteland Battles
It's my first designed board game and game at all. It was so much work on it. Me and my team spent a lot of hours to design mechanics, cards and names for cards. The game is about post-apocalyptic merceneries scavenging items from particular location and after that fighitng for their lives on the arena. My teammates determined my role like: 'He put a lot creative work in this project and forced us to play another and another test'.
Genre: Tabletop game

Graphic by Bartosz Figiel