
Lead developer · 2025 — now
Vintage Marketplace Simulator
Kicked off as an intern project and built from scratch in-house. I lead development, prepare builds, and take part in recruitment and the interns' technical supervision.
Game developer · Andrzej Fałkowski Studio
I've been making games professionally since 2014, working my way from junior to senior developer and team lead. Client code, backends, builds and production: whatever a game needs to ship. I work as an independent contractor.
Currently I'm on the run from Unity hit squads for committing numerous crimes against coding standards, or as I prefer to call them, "coding suggestions".
Now: Lead developer on Vintage Marketplace Simulator, with BoomBitCommercial games, newest first
With
2023 — now
Started in 2023 on the backend and client of the Clubs sports games, moved through Train King, and since 2025 I've worked across the simulator games: engine upgrades, SDK updates, builds and feature work.

Lead developer · 2025 — now
Kicked off as an intern project and built from scratch in-house. I lead development, prepare builds, and take part in recruitment and the interns' technical supervision.

Senior developer · 2025
Built from scratch in-house. Asset delivery system, vehicle manager, navigation.

Senior developer · 2025 — now
Main developer on a game taken over from another studio. Car tuning, hired workers, special events, auctions, races, map expansion.

Senior developer · 2025 — now
Taken over from another studio. SDK integration, analytics, builds.

Senior developer · 2025
Shop UI rework, store levels, in-game ads.


Senior developer · 2025 — 2026
Launch preparation: tutorial, localisation, store setup.

Senior developer · 2026
Engine upgrade, SDK updates, ads system rework.

Senior developer · 2026
Engine upgrades, SDK updates, builds and various improvements.

Senior backend & client developer · 2024 — 2025
Client and server, on a server stack of its own. Store offers, analytics, purchase flow, quality levels, build automation.

Senior client developer · 2024
Feature work on the older Clubs titles: character customisation, missions, emotes, daily rewards, scoring and zones rework, first-session improvements.

Senior backend & client developer · 2023 — 2024
Social features on server and client: guilds, chat, friends, friendly battles, leaderboards. Also special offers, daily rewards and A/B tests.
Senior backend developer · 2023 — 2025
The shared framework the department's games are built from. Backend modules for guilds, messaging, friends and A/B tests, remote configs, updates and maintenance.
With
2021 — 2023
Joined through Sheepyard when it was contracted to revive the game, and stayed on when Stormbound Games was founded to run it.

Lead developer, then producer / developer
Brought a dormant collectible card game back to regular releases. Led client and backend development, then production: release planning, sprints and builds.
With
2014 — 2021
Seven years of work-for-hire for publishers like Asmodee, Scopely, Nickelodeon and Square Enix, from junior to lead.

Technical lead · Asmodee Digital
The official digital version of the board game. I owned the whole technical side: real-time asymmetric multiplayer on a backend built for turn-based games, and an AI that plays by association the way people do.

Lead developer · Nickelodeon · 2019
Mobile fighting game with the Nicktoons cast. Came in mid-project, refactored the prototype codebase, then led gameplay and features.

Agile team lead · Scopely / Pierplay
Two years on the official Scrabble adaptation: arcade minigames first, then client and backend work across the whole game.

Developer · Asmodee Digital
Turned a solitaire card game into a proper video game: two play modes, leaderboards and almost 60 achievements I designed myself.

Lead developer
Real-time multiplayer bowling in odd places. Most of the architecture and game logic, on the first Playsoft project run fully agile.

Lead developer
A party racer with race, capture-the-flag and domination modes, built in a single month between bigger projects.

Developer · Square Enix
Match-3 football. Joined as a junior and ended up handling every technical aspect of the game.

Junior developer · Square Enix · 2014
The Windows Phone port. My first commercial work.
What I make when nobody is paying
Custom content for
Mysteries and event packs for the 1-bit cosmic horror RPG, written, drawn and scripted in my spare time.

Custom mystery
It's a full moon, and suddenly you can't find a single taxi in Shiokawa. What are the drivers up to?

Custom mystery
Anonymous postcards in your mailbox take on an increasingly unsettling tone.

Custom mystery
Art requires sacrifice. Will passion prevail over a lack of skill?

Custom mystery
A local tabloid breaks a story about bus passengers seemingly vanishing randomly without a trace...

Event pack
By day: respected members of society, playing doctors in their cushy private offices. By night: deranged figures stalking the city.
Modding
Code and art for the community's long-running overhaul of the 1999 tactics classic, and for a stand-alone mod built on it.

Stand-alone mod
A stand-alone JA2 mod with its own executable, new maps, over 20 new characters and a recruitable populace.

Code and art contributions
Drivable vehicles, the Snitch trait, helicopter repair and refuel, item comparison, externalised taunts and morale, plus Polish translation work.
Eleven games, 48 to 72 hours each
2018Global Game Jam
2017Ludum Dare 38
2017Global Game Jam
2016Asylum Jam
2016Global Game Jam
2015Ludum Dare 34
2015Asylum Jam
2015Ludum Dare 33
2015Global Game Jam
20142nd place, GdańskGlobal Game Jam
20132nd place, GdańskGlobal Game Jam