Patrick Polewiak

Level & Game Design Portfolio

Vertical Slice:
  • 12+ years in Game Development
  • Expertise in Level Design, experienced team lead
  • Extensive knowledge of Unreal Engine 5
  • Contributed to 10+ projects as a Level/Game Designer
  • Led and shipped 2 successful games as a Lead Designer & Manager

Mobile: +48 690-179-804 | Mail: Polewiak.Patryk@gmail.com | LinkedIn: CLICK

Credited Games

Gray Zone Warfare

Senior Level / World Designer

Designed and implemented +10 POI/AOIs, Metrics and Location Archetypes for the Team

Updates v.0.3, v.0.4, and v.0.5

Marketing Materials Featuring my Locations

Case Study 1: Rework FTUE Town

The objective was to restructure the "Small Town" starter area: a critical part of the First Time User Experience (FTUE). This linear questline introduces players to combat, puzzles, and narrative.

> CLICK <

Case Study 2: Boat Rental

This location is one of POIs I own for GZW. Boat rental transforms a former tourist boat rental service into a fortified bandit hideout situated on an isolated island.

> CLICK <

RoboCop: Rogue City

Senior Level Designer, Team Lead

Responsible for gameplay on 5 levels (out of 25), mostly combat-focused, both linear and non-linear.

Prison

Non linear combat level with sidequests.

Shady Meeting

Arena with waves, Intense Combat level.

Mall

Slow-paced, narrative-focused level.

Construction Site

Linear, Intense Combat. Final level in the game.

Steel Mill

Open Area with combat and narrative elements.

Case Study: Pacing at Final Level

The objective was to restructure the "Small Town" starter area: a critical part of the First Time User Experience (FTUE). This linear questline introduces players to combat, puzzles, and narrative.

> CLICK <

RoboCop: Rogue City - Unfinished Business

Senior Level Designer, Team Lead

Responsible for directing and implementing 5 levels (out of 11), mostly combat-focused and linear.

Memories

Short, lore-oriented, horror level.

The Tower

Linear combat level with sidequests, partially FTUE.

Police Station

Game Introduction, linear narrative level, FTUE.

Top Levels

Linear, combat heavy, l

Boss sequence

Linear combat level with boss sq

We. the Revolution

Lead Game Designer, Manager

Responsible for design of the game, investor and publisher relations, project management and departments collaborations.

Court

Core loop. Leading prosecution and making verdicts.

Strategy Map

With resources and time management.

Intrigues

Complex ystem allowing player to eliminate his opponents.

Minigames

E.g. dice rolling, guillotine, speaches, family relations.

Dynamic Speeches

Player has to use a strategy of his choice to please his opponents.

Battles

Turn-based battles connected to the Strategy Map.

Phantaruk

Lead Level / Game Designer, Manager

Designed and scripted all levels in the game.

God's Trigger

Level Designer

Haunted: Memories

Level Designer

Chains of fury

Consulting Level Design Expert

Publications & Literature

Crafting Fear

A framework for using fear and anxiety as tools, connecting player psychology with practical level and game design techniques for horror productions.

> View on Amazon <

Level Design vs Level Art

Interview with

Karol Paciorek

Making Games (Tworzyć gry)

A holistic industry manual for beginner covering end-to-end game production pipeline, recognized as a foundational resource for aspiring developers in Poland.

> Publisher's Page <

Older Projects

Scopophobia

Level Designer, Multiplayer Horror

Sleepwalker

Level Designer, Mobile Puzzle

Waves Incoming!

Designer, Mobile game

Train Depot

TD Map for CS:GO

Afterfall: Reconquest

Level Designer, TPS on UE3

Workhole

Map for Dead Island

And Tons of Gamejams...