Patrick Polewiak
Senior Level Designer — FPS (SP/MP) · UE5 · Brno, Czechia
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hi@patrickp.eu
·
LinkedIn
15+
Years
6+
Shipped
FPS
Focus
SP • MP
Modes
Selected Work
Intense Singleplayer
RoboCop: Rogue City — Mission Layout
Encounter rhythm & clarity
UE5
SP
Tactical Multiplayer
Gray Zone Warfare — Encounter Spaces
PvEvP · traversal readability & timing
UE5
MP
Speed Level Design
Golden Rocks — Illegal Gold Mine
Test assignment → Offer at MADFINGER
UE5
Case Study
Game Design
We. The Revolution — Systems & Leadership
Narrative strategy · team & design
Unity
Design
Professional Work
Gray Zone Warfare
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Senior Level Designer
MADFINGER Games · 2024—now · UE5
PvEvP
Encounter Spaces
World Partition
Czytelność przejść, timing traversal, kontrola choke’ów i sightlines.
Współpraca z Env/AI/Audio; tuning pod performance.
Case study
RoboCop: Rogue City
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Senior Level Designer
Teyon · 2022—2024 · UE5 · shipped
FPS
Mission Layout
Encounter Rhythm
Layouty misji, rytm starć i prowadzenie gracza pod power-fantasy.
Case study
RoboCop: Rogue City — Unfinished Business (DLC)
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Senior Level Designer
Teyon · 2024 · UE5
FPS
Standalone DLC
Encountery i flow w pionowej strukturze OmniTower (push/hold, sightlines).
Case study
We. The Revolution
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Co-Founder / Lead Designer
Polyslash · 2015—2019 · Unity · shipped (awards)
Game Design
Systems
Leadership
Projekt systemów, kierowanie zespołem designu, delivery do wydawcy.
Case study
Phantaruk
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Lead Designer
Polyslash · 2016 · Unity · shipped
Horror
Systems
Survival horror: napięcie, stealth, ekonomia zasobów i czytelność zagrożeń.
Case study
God’s Trigger
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Level Designer
One More Level · Unity · shipped
Top-down Shooter
Encounters
Szybkie encountery i czytelne ścieżki w top-downie (tempo, multi-approach).
Case study
Earlier roles: Bloober Team, One More Level, (inne PL studia) — UE3/UE4/Unity.