Game Developer

Krzysztof Grykiel

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About

Who I Am

I am a graduate of the University of Edinburgh with the degree of Master of Informatics with Honours (First Class). I specialise in system design and computer graphics.

On the side I am interested in game development and 3D art. I am looking for a job that will let me combine this creative side with the technical skills I have acquired during my studies.

I am currently working on designing a tabletop RPG with special homebrew mechanics. It revolves around vehicle racing and combat in a custom fantasy setting with a full NPC simulation system during races. I hope to share more details about it soon.

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
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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
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Mass-Spring Charge Systems
04

Mass-Spring Charge Systems

Master's thesis research on charged mass-spring systems for animation. Co-first author on a research paper covering DDEF charge-interaction methods and artist-facing tooling, with my contribution focused on debugging, optimizing, benchmarking, and validating DDEF, as well as building the full Blender-based workflow for artistic control.

  • Co-first author on a published research paper on charged mass-spring systems for computer animation
  • Found and fixed a critical bug in the DDEF implementation, significantly reducing error after a full reimplementation in Python
  • Reimplemented and optimized DDEF in C++, achieving 10x to 300x speedup over the Python version depending on test conditions
  • Built the full artist tooling pipeline: Blender export/import, Polyscope controls, keyframing, vertex-group charge control, and external charge support
  • Research available on arXiv
C++ Python Simulation Research Published
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Contact

Get In Touch

Looking for a role in game development. I leave no email unread.