
The Thaumaturge
Hand-crafted occult Warsaw — atmospheric level architecture and investigation flow design across a dense, vertically layered city.
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Principal Level Designer with 15+ years crafting large-scale environments, spatial systems, and player-driven worlds across AAA productions.
Lead Level Designer on a 70 km² Iberian-inspired open world — orchestrating the spatial language across two principal cities, four biomes, and a road network that had to remain legible from above and meaningful at street level.






A selection of shipped titles spanning narrative RPGs, third-person shooters and immersive simulations — each demanding a different spatial vocabulary.

Hand-crafted occult Warsaw — atmospheric level architecture and investigation flow design across a dense, vertically layered city.
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Combat arena composition and traversal pacing for alien biomes — sightline scripting, encounter readability, and squad-scale spatial logic.
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City-scale driving simulation: traffic topology, district legibility, and pedestrian density curves tuned for atmospheric immersion.
Request case studyLevels read as systems before they read as scenes. Macro composition, sightlines and circulation negotiated at blockout, not after.
Design that respects engine constraints, streaming budgets, and the realities of cross-discipline pipelines. Beautiful when built — not just on paper.
Translating direction into shared spatial vocabulary across art, narrative, and engineering. Documentation that actually gets read.
Designing for emergence: density curves, traversal cadence, and the small rituals that turn geometry into a place worth inhabiting.
Currently considering principal & lead world-design engagements for late 2026 and beyond. Long-arc productions and consultations equally welcome.