Game Developer

Krzysztof Grykiel

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Work

Projects

Eriast Derby
01

Eriast Derby

Data-driven combat and race simulator automating a full D&D tournament of vehicle battles.

  • Unified execution pipeline shared by players and AI
  • Recursive roll resolution tree supporting 9 roll types and branching, conditional outcomes
  • Generic condition and effect system reused across three entity tiers
  • Utility-based AI with perception-driven scoring
  • Modular, independently-destructible vehicle components
  • Deterministic turn state machine
  • Decoupled event architecture feeding logging, VFX, and stats
  • 300+ integration tests
Unity C# Systems Design Tooling AI
Fox-Fire Heist
02

Fox-Fire Heist

Solo first-person puzzle game where the environment itself is the puzzle.

  • Modular steam-routing puzzle system: pipes, valves, forks, and gauges recombine into new problems
  • Physics-driven interaction system: grabbing, carrying, stacking, and throwing with no inventory abstraction
  • Destructible objects and environmental interaction woven into puzzle logic
  • Diegetic puzzle design: no separate puzzle mode, no dedicated puzzle UI
  • Solo production pipeline: scripting, level design, lighting, and nearly all environment art
Unity C# Blender Gameplay Level Design
Moody Space Station
03

Moody Space Station

Atmospheric interactive experience built in Unity around a custom real-time shader pipeline.

  • Custom posterization shader built as a render-pipeline feature, with a dual-camera setup to exclude UI
  • Offline-to-real-time workflow: visual direction developed in Blender Cycles, rebuilt inside Unity from scratch
  • Fully scripted, timed event sequence pacing the player through the experience
  • Full asset ownership: modeling, materials, and lighting all self-made
Unity C# Blender Shaders Technical Art
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Mass-Spring Charge Systems
04

Mass-Spring Charge Systems

Research project extending mass-spring simulation with charge-based deformation.

  • C++ reimplementation of the DDEF algorithm, 10x to 300x faster than the Python baseline
  • Diagnosed and fixed a critical correctness bug in the original DDEF implementation
  • Benchmarked against PME and Ewald, outperforming both in tested conditions
  • Full artist tooling pipeline: live Polyscope controls, vertex-group charge assignment, Blender round-trip import/export
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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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 above.

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

Contact

Get In Touch

Looking for a role in game development.