#ScreenshotSaturday this week for me is a Quake map in Trenchbroom. It feels like every #LevelDesigner should make one at some point. It really helps understand what tools are needed for #leveldesign and how they work.
Michał Pikulski
@piqulsky.bsky.social
Creating games, procrastinating on too many ideas Studying at Breda University of Applied Sciences
Something I'm glad is not a practice in new level editors - spawn pockets. They take quite a bit to setup. #Trenchbroom #leveldesign #gamedesign
I’m so glad I could be a Level Designer on this project. It was quite different from my previous projects and the amount of features that required integration taught me a great deal and improved my level development pipeline. #gamedev #leveldesign #indiegame
We have finally reached our v1.0 release! Almost all of the polish is now present in the game with most of the bugs present solved. Check the trailer below and play the game on Itch right now - buas.itch.io/inyiu #indiegame #gamedev #gaming
#ScreenshotSaturday As my contribution to the tag, these are parts of the level I am making for a 3D point-and-click adventure about sustainability!
Digital Dragons in Kraków, Poland is about to start - I’m very glad to be able to show off „Resonance” at the conference and excited to meet all the people there. „Resonance” is coming to steam VERY soon - store.steampowered.com/app/2707370/...
Today and tomorrow I am volutneering at @godotengine.org GodotCon in Amsterdam! Come by to say hi if u can!
We have managed to create something great using the LED Volume. Usage of the virtual environment really allowed us to enhance the vision and storytelling of „Elysian” beyond the capabilities of a physical set. I’m proud of my contribution to it. Check out the full film here youtu.be/X7mu7ezXYtQ?...
My game design project has come to an end. In a 7 people team we were tasked to create a Proof of Concept for a game that would spark a conversation about sustainability in a workshop setting. Check out the „It’s Not You, It’s Us” concept trailer: youtu.be/LUiTSrNZARw
INYIU Demo Trailer
YouTube video by Bunnyboy
youtu.be
The LED volume project is coming great together! The environment merged with a set almost surprisingly easy.
The LED volume project needs the virtual environment to enter a drug-induced version. Here's how it's coming along! #ShowYourWork - cause I just finished reading the book, would recommend to any artist.
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.
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.
#GlobalGameJam was a blast! We had 9 people, 3 VR headsets, barely any sleep and a vision! We ended creating a great prototype for 2 players that combines VR experience and flatscreen on the same device. The players’ task is to combine their clues and unmask the villain. youtu.be/b4g-M0HAKI4?...
Keep Dancing and Nobody Gets Murdered - Gameplay Trailer
YouTube video by Michał Pikulski
youtu.be
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.
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.
#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.
#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.
#blocktober As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
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!
I have entirely forgot to keep posting on Bluesky, there was a lot to do. Now I am back with a summary of the previous project and some blocktober stuff to show.
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.
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.
Finally got to publishing another project of mine: piqulsky.itch.io/razem-rpg For years wanted to create a TTRPG of my own, that could fit my diverse game mastering style. This is a universal modular card-based TTRPG system. For now there’s barely enough on the page, but it will get updated!
Razem RPG by Piqulsky
Modular card-based TTRPG
piqulsky.itch.io
Just published this little thing itch.io/email2game/3... It was lying in my drawer for far too long. Reminded me how much fun one page rpgs are to create. It’s sometimes surprisingly freeing to work with constraints.
Legendary Heroes by Piqulsky
One Page RPG where characters are already legends
itch.io
Following up on modern games fashion when it comes to publish days - here is the Global Game Jam 2025 game. A month late, but let’s not focus on that. It has not been touched since the jam at all so unfortunately it is still bugged at some points. piqulsky.itch.io/cyberpop-fre...
Cyberpop: Frequencies by Piqulsky, maronki, SunnySideStudio, BunnyboyCarrot, Fl0uxy
Voice controlled bubble popper.
piqulsky.itch.io