Michał Pikulski

@piqulsky.bsky.social

Creating games, procrastinating on too many ideas Studying at Breda University of Applied Sciences

Continued to work on the environment for the LED volume. It came out pretty nicely and I got some feedback from an evironment art lecturer, who said it's "a successful work". That comment made me so happy, since now I can say that I can do game design, programming AND visual art. Full-stack dev.

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This is a prototype for "It's not You, it's Us", game for a sustainability workshop. You play as animals helping each other out using their abilities and inspiring others to do the same. This concept aims to provoke a conversation about various ways to contribute to solving sustainability issues.

Got my hands on a project for a LED volume together with a group from a different course. The plan is to record two short scenes and provide a virtual production technology for it. I am cosplaying as an environment artist for the moment because of that. See the experimental draft (no lighting):

Last week I worked on a prototype for a game about sustainability. I aimed to empower the player into engaging in their own community. As a result this is a prototype for "Concrete Garden" where player takes care of a community garden atop their apartment building, which inspires others to help out.

Currently tasked with creating a game about sustainability. Our goals? Resonance and Provocation. 1. To resonate with the players on personal level and leave a lasting impact. 2. To provoke the players into engaging in a constructive discussion post-gameplay. Honestly? It’s so hard to figure out.

Remember that game I created with 10 other developers in May-June called „Resonance”? So yeah, we got nominated for #DutchGameAwards ! The ceremony happened today, we didn’t win (congrats to Final Print team), but it was still quite an achievement for us to celebrate.

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Just to finish up #blocktober I am posting last update on how the Quake level in Unreal ended up! I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.

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#blocktober I want to post some progress on how the Quake level in Unreal Engine is going. I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.

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#blocktober As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game. It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.

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For 8 weeks I have been working with 10 other developers to create "Resonance". It was a great experience working with such a talented team that was focused on creating a game we like. Play as a super-powered girl throwing and smashing fascists against walls and furniture. Links below!

It has been a fascinating experience discovering what elements of architecture make us feel oppressed, confined and controlled. Research into fascist architecture, psychogeography and design of containment facilities revealed to me how layout can be used both to create secure areas and intimidate.

For the next six weeks I will be working in on a new game as a level designer. It is going to be a bloody beat’em up where the player can throw fascists around using telekinetic powers of a little girl’s voice. I will be trying to meaningfully create oppressive experience in the levels.

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It’s so weird coming back to developing in Unity after a year of working in Unreal Engine. A lot of things are simply different. Nothing necessarily better or worse. I miss having construction scripts and child game objects (the way blueprints can) though.