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Zoe model

NPC that I designed, modeled and textured for “And I Must Scream” game. She’s a symbolic guardian that will lead the protagonist through the level.
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Delilah concepts

Concepts for our game’s villain, Delilah. The red light from her head is for spotting her enemy, so the player needs to avoid it. She’s a symbolic alter ego of Max’s (the protagonist) babysitter.
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Delilah model

Low poly model of our game’s villain, Delilah. The red light from her head is for spotting her enemy, so the player needs to avoid it. She’s a symbolic alter ego of Max’s (the protagonist) babysitter.
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And I Must Scream game

And Then I Must Scream is a game by Stitched Mouth Studios , coming this summer to PC and mobile. I am working closely with producers, engineers and technical artists. I painted concept art for the characters, props and environments, as well as conceptualized the behaviours of said elements. I efficently sculpted game engine-ready low poly meshes and created high quality textures. I also mentored others if needed.  
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Creatures concepts

Creature thumbnails + color study of the chosen one. I was going for the dark-ish style creatures, the ones you probably wouldn’t like to meet after dark.
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Texture pre-viz

Quick concept of the texture for the forest area of our upcoming game And I Must Scream.
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Floating gas station

Concepts of the game props for the post-apocalypse floating gas station in Vancouver. I found inspiration in Silent Hill and Dishonored series.
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Baddie turntable

Original 3D character model designed by myself, modeled in Maya & Zbrush and textured using Photoshop, Zbrush,Substance Painter and Crazybump. Stylized villain.
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Baddie

Original 3D character model designed by myself, modeled in Maya & Zbrush and textured using Photoshop, Zbrush,Substance Painter and Crazybump. Stylized villain.
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Chattering sniper rifle

When you combine Joker with Mass Effect… Concepts on paper, modeled in Maya and textured in Photoshop and Substance Painter.
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Dive Deep game (gameplay)

Game prototype created with a team of 7 artists in only 4 days. Unreal. Explore the underwater aztec temple to find the clues on how to get inside a secret but beautiful treasure room.
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Dive Deep game (media excerpts)

Game prototype created with a team of 7 artists in only 4 days. Unreal. Explore the underwater aztec temple to find the clues on how to get inside a secret but beautiful treasure room.
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Castle Action game

PC game, typescript My part: game artist (all the characters, concepts, animations) Medieval themed platformer. You play as a princess determined to rescue the prince from the dungeon of a haunted castle. Use your shield a projectile to defeat enemies, and descend to the bottom using platforms and enchanted feathers to face the Gryphon. Prevail, and you can unlock the prince and live happily ever after!
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Help I’m Trapped in an Escher Factory game

One week-time of work. My part: game artist (characters, animation, environment concepts, some of the UI). Endless runner inspired by op-art and Wachowskis. Try to make your character and his shadow run in sync while jumping over the obstacles.
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Luchalibros Xtreme Wrestling

I was an artist responsible for character, environment design, animations and some of the UI in “LuchaliBROS Xtreme Wrestling”. A toy that functioned as our inspiration was a wrestler action figure, so our 5-members team subverted the expectations by making our game the wrestler dating sim. Body-build your relationship in and out of the ring in this Telltalesque-style dating simulator based in the world of wrestling!
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low poly Captain Flint

776 tris. Based on my sketches, I modeled a character in Maya using as few polys as possible. Textures hand-painted in Photoshop.
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3 comics series – Menażeria (excerpts)

designed to be looked at with 3D glasses on

56 pages, two facing pages: 520 x 360 mm

My diploma. Excerpts from the second and the most colorful book of the series of three comics based on dramas by 8-years old Staś Witkiewicz: Cockroaches, Menagerie, Princess Magdalena, or Intrusive Prince.


zaprojektowana do oglądu przez okulary 3D (dołączone do książki)

56 stron, rozkładówka: 520 x 360 mm

Moja praca dyplomowa. Przykłady z drugiego i żarzącego kolorem komiksu z serii trzech, inspirowanych dramatami 8-letniego Stasia Witkiewicza: Karaluchy, Menażeria, Księżniczka Magdalena, czyli Natrętny Książę.

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3 comic series – Księżniczka Magdalena (excerpts)

56 pages, two facing pages: 520 x 360 mm

My diploma. Excerpts from the third and the brightest book of the series of three comics based on dramas by 8-years old Staś Witkiewicz: Cockroaches, Menagerie, Princess Magdalena, or Intrusive Prince.


56 stron, rozkładówka: 520 x 360 mm

Moja praca dyplomowa. Przykłady z trzeciego i najjaśniejszego komiksu z serii trzech, inspirowanych dramatami 8-letniego Stasia Witkiewicza: Karaluchy, Menażeria, Księżniczka Magdalena, czyli Natrętny Książę.

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Dragon a la Nico Marlet

Quick dragon sketch in Nico Marlet’s style
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3 comics series – Karaluchy (excerpts)

48 pages, two facing pages: 520 x 360 mm, some parts of the pages covered in shining UV varnish 

My diploma. Excerpts from the first book of the series of three comics based on dramas by 8-years old Staś Witkiewicz: Cockroaches, Menagerie, Princess Magdalena, or Intrusive Prince.


48 stron, rozkładówka: 520 x 360 mm, częściowo pokryta ręcznie błyszczącym lakierem UV

Moja praca dyplomowa. Przykłady z pierwszego komiksu z serii trzech, inspirowanych dramatami 8-letniego Stasia Witkiewicza: Karaluchy, Menażeria, Księżniczka Magdalena, czyli Natrętny Książę.

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Professor Ż’s collection catalogue (excerpts)

Evil will always be fascinating. My art book, which testifies to this statement, has been designed as a multi-level play with the reader, founded in guessing which props belong to which villain. The range of villains – owners of the props – include a variety of media, from classical literature, theatre and film, to pop culture creations, comic books and video games. I made objects of my own design cutting out murderously detailed stencils, spraying them with paint, and drawing on them with black pencil and white pastel, in an attempt to get the climate characteristic of old daguerreotypes. I reached my goal as a consequence of a long study of the history of the selected items. At the same time I immersed more and more into the world of fictional villains, which I was always passionate about. Zło zawsze będzie fascynować. Moja książka autorska, która jest tego dowodem, została pomyślana jako wielopoziomowa gra z odbiorcą polegająca na zgadywaniu, jakie przedmioty należą do poszczególnych czarnych charakterów. Wachlarz złoczyńców – właścicieli rekwizytów obejmuje przeróżne media od literatury klasycznej, teatru i kina po wytwory pop kultury, komiksy czy gry video. Zaprojektowane przeze mnie obiekty zostały wykonane techniką sprayowania farbą setki wyciętych nożykiem morderczo szczegółowych szablonów, na których następnie rysowałam czarną kredką i białą pastelą, starając się uzyskać klimat charakterystyczny dla starych dagerotypów. Założony efekt osiągnęłam […]
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Frank O’hara’s poem

Book based on the poem by Frank O'hara, dedicated to Donald M. Allen (no title), with illustrations inspired by the New York City's landscapes at night.

Fragmentary quote from Professor Maciej Buszewicz, in whose Studio of Book and Digital Design I made the book and who is a figure I very much respect and loved working with:

Anyone who ever watched a mob film set in New York, say Martin Scorsese’s Goodfellas, knows that bloody settlements between gangs occur usually in the night or at dawn. It is darkish, there are puddles on the damaged pavement and overflowing garbage containers. It smells like fish and wet trash.Many directors got a liking for the spot on Roosevelt Drive over the East River, next to the port. It is a wing of the Fulton Market. For decades there was a fish market, today – an elegant department store.When I worked with Rita Kaczmarska on her visual interpretation of one of New York poems by Frank O’Hara – untitled, just dedicated to Donald M. Allen – among many gouache sketches there was a picture in which without a moment of hesitation I recognised the Fulton Market. A bull’s eye. A small, colourful booklet you can view at the website of our studio: buszmeni.pl. All illustrations in this book, concise and extremely accurate, forecasted the birth of a significant creative personality. Rita Kaczmarska’s degree piece developed in the Studio of Book and Digital Design is a confirmation of that.

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Snow White

16 postcards, 150 x 100 mm 

The minimalistic interpretation of Charles Perrault's Sleeping Beauty.

Part of the exhibition pt. KSIĄŻKA ŻYWA (LIVING BOOK) in Warsaw, 2016 (Academy of Fine Arts) and Szczecin, 2017 (National Museum). 

https://salonakademii.asp.waw.pl/2016/09/09/ksiazka-zywa/

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Tajemnicze Miasto / Mysterious Town

Dwie Siostry Publishers House

link

The set of 25 reversible hardboard cards that you can use to build your own town, with your own townsfolk, your own buildings and your own machines. All the cards are designed to be replaceable by any other card from the set so you can play the whole game from the very beginning for many, many times - how the final Town looks like depends entirely on you.

one card: 130 x 210 mm   

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Legs series, 2015

all canvases from the series: 70 cm in height The subject that I dedicated this series of paintings to comes from my personal fear (podophobia) that I tried to challenge.
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The Rain, 2012

From the plein-air painting in Dłużew
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Emotion Link game

Serious game, Unity. My part: game artist responsible for the characters, animations, concepts and some of the UI. EmotionLink is both a game and therapy tool designed for teenagers. Players have a chance to identify, process, and record their negative emotions by engaging in a dialogue with an anthropomorphized manifestation of it. The examples below represent Anxiety route.
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