Game Developer

Krzysztof Grykiel

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About

Who I Am

I'm a computer science graduate from the University of Edinburgh with an integrated master's degree. I have experience across gameplay programming, systems design, tools development, and technical art.

I'm a big fan of systemic game design. I like playing and creating games that give you the tools, put you in a situation, and let you figure things out for yourself instead of pushing you toward one explicit solution. My goal is to make games with a strong and immersive atmosphere, created through visual design and subtle world reactivity, where systems tell stories naturally.

I'm currently working on Eriast Derby, a simulator for a homebrew D&D campaign built around vehicle racing, combat, modular vehicles, and NPC decision-making. You can find it in the projects below.

Languages
C# C++ Python C Rust Java
Frameworks
.NET WinForms NUnit
Tools
Git / GitHub Visual Studio Unity Godot GameMaker Blender

Work

Projects

Eriast Derby
01

Eriast Derby

Data-driven combat and race simulator for a homebrew D&D campaign, built to automate large-scale NPC vehicle behaviour across a multi-stage tournament. Handles modular vehicles, crew-operated subsystems, layered targeting rules, AI decision-making, and custom combat mechanics at a scale that would be wildly impractical to run by hand.

  • Automates large-scale NPC behaviour for a rules-heavy vehicular combat system across a full tournament
  • Solves an unusually difficult targeting model: vehicles, modular components, crew-operated subsystems, and vehicle-wide effects all coexisting in one combat layer
  • Fully data-driven - skills, conditions, vehicles, stages, and AI content are all authored in the Unity editor without touching code
  • Custom DM tooling: detailed logging with full modifier breakdowns, live monitoring panels, and a vehicle inspector
  • Backed by a large automated test suite enabling confident refactoring across a complex, interconnected codebase
Unity C# Systems Design Tooling AI
View Project
Fox-Fire Heist
02

Fox-Fire Heist

Solo-developed first-person environmental puzzle game set on a steampunk airship and inspired by a Chinese folktale. Built from a blank Unity project over two months, with gameplay centered on reusable physics-based interactions, diegetic puzzle design, and near-complete self-produced art and level content.

  • Built entirely solo over two months from a blank Unity project, alongside a dissertation and other coursework
  • Designed around a small set of reusable interactions rather than isolated puzzle set pieces or separate puzzle UI
  • Roughly 95% of the environment art was self-made in Blender, alongside scripting, level design, and lighting
  • Received the highest grade in the cohort and was later used by the course organiser as an example for future students
Unity C# Blender Gameplay Level Design
View Project
Moody Space Station
03

Moody Space Station

Solo-developed atmospheric experience built in Unity, with a custom posterization shader pipeline, 100% self-made assets, and a fully scripted emotional arc. Designed as a technical art piece with visual direction developed in Blender Cycles and translated into a realtime render pipeline from scratch.

  • Custom posterization shader built as a realtime render pipeline feature, with a dual-camera setup to selectively exclude UI
  • Visual direction derived from Blender Cycles concept renders and translated into Unity's realtime pipeline through research and iteration
  • 100% self-made assets - every model, material, and environment piece built in Blender
  • Fully scripted atmospheric arc with roughly 20 timed and reactive events
  • Topped the class with a grade of 90%, the threshold the department associates with publishable-quality work
Unity C# Blender Shaders Technical Art
View Project
Mass-Spring Charge Systems
04

Mass-Spring Charge Systems

Master's thesis and published research on charged mass-spring systems for animation. My contribution covered two areas: debugging and optimizing the DDEF charge-interaction algorithm, and building a complete artist-facing pipeline that takes meshes from Blender, through an interactive simulation tool, and back to Blender as fully animated geometry.

  • Built the full artist tooling pipeline: Blender export/import scripts, Polyscope interactive GUI, keyframing system, vertex-group charge control, and round-trip back to Blender
  • Found and fixed a critical correctness bug in DDEF after two weeks of numerical analysis, making the later optimization work worthwhile
  • Reimplemented and optimized DDEF in C++, achieving 10x to 300x speedup over the Python version depending on test conditions
  • Co-first author on a published research paper; dissertation awarded 85% and selected as an exceptional dissertation
C++ Python Tooling Blender Published
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Selected Smaller Projects

Made with Unity

Made with Unity

#27 / 442 overall

48-hour team game jam project focused on scope recovery, creative reframing, and rapid delivery. Built as a first-time jam entry and ranked highly for narrative and creativity.

Unity Game Jam Team Project
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Flagfall Bishop

Flagfall Bishop

Technicians' Award

Robotic chessboard built in an 8-person team. I led the software side: designed and built the control layer that interpreted ambiguous physical board input, coordinated LEDs and move validation, and connected the whole system to the chess engine and robot movement hardware.

Rust Robotics Team Project
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Contact

Get In Touch

Looking for a role in game development.