Filip Szymańczyk

Unity Developer

Resume

About

Unity gameplay and systems programmer with 2 years of commercial experience across 7 shipped titles and 11 ported projects.

I've taken sole programming ownership on multiple projects designing architecture, implementing gameplay systems, and carrying releases through console certification on Nintendo Switch, Xbox, and PlayStation. My focus is on clean, maintainable code and performance that holds up on constrained hardware.

Commercial Projects

FoodTruck gameplay

Pixie Plates

Casual time-management game where players run a food truck serving fantasy creatures.

  • Designed data-driven recipe system supporting 270 recipes without engineering support
  • Built level configuration tools for designers
Game Title gameplay

Barbarous: Survivor's Quest

Survivor-style action game set in the Barbarous: Tavern of Emyr universe.

  • Implemented custom flocking system to replace collision-based enemy avoidance
  • Improved performance stability on console platforms, including Nintendo Switch
Game Title gameplay

Dopa App Character Creator

Web-based character creator allowing players to customize and export characters for use in a companion app.

  • Built responsive UI using Unity UI Toolkit
  • Implemented QR-based character export system
  • Integrated Spine-based modular character customization
Game Title gameplay

Dopa App

AR companion app for an educational board game.

  • Developed AR card recognition system using AR Foundation
  • Custom build dependency injection system based on interfaces
Cyberage gameplay

Cyberage

Survivor-style action game featuring a multi-hour campaign across diverse locations.

  • Built quadtree-based spawning system enabling 100+ enemies without performance drops
  • Optimized gameplay systems for Nintendo Switch performance targets
  • Developed codebase to release across all major consoles and PC
Untitlet Project gameplay

Untitled Prototype

Arcade-style brick breaker prototype featuring automated abilities and party-based mechanics.

  • Developed ability system using the strategy pattern for rapid iteration
  • Simplified collision systems to ensure stable performance on lower-end platforms
FoodTruck gameplay

Sweet Survivors

Family-friendly survivor-style game with character progression.

  • Implemented six boss encounters with unique mechanics
  • Developed weapon evolution system expanding gameplay variety

Porting

Fight for America gameplay gif

Fight For America

Mobile tower defense game where players reclaim territories across the USA and Europe.

  • Replaced mobile monetization with a DLC-based system for premium platforms
  • Redesigned UI/UX for controllers and horizontal layouts
  • Delivered release across Nintendo Switch, Xbox, PlayStation, and PC using a single codebase
Geki Yanna Runner gameplay gif

Geki Yaba Runner

Fast-paced platformer where players control a gnome with unique abilities across challenging levels.

  • Refactored legacy codebase to support modern platforms
Thief Puzzle gameplay gif

Thief Puzzle

Casual puzzle game where players solve challenges by creatively interacting with the environment.

  • Developed cross-platform achievement system reusable across projects
Candivity gameplay gif

Candivity

Casual merge game where players combine items to progress through increasingly complex levels.

  • Integrated PlayStation leaderboard system
  • Adapted systems to meet Player Generated Content TRC requirements.

Personal Project

Project Omega, a long-term passion project that I have been actively contributing to for over two years as part of a six-person development team. The project focuses on creating a combat-driven space game featuring a unique and dynamic destruction system designed to enhance gameplay immersion and tactical depth.

Behaviour Tree System

Designed and implemented a fully-featured behaviour tree AI system, supported by custom-built tools. The system includes a visual graph editor that enables designers to create, modify, and debug complex AI behaviours without requiring direct code changes, significantly improving iteration speed and flexibility.

Level Editor

Developed a comprehensive level editor with extensive custom tooling support. The editor allows designers to paint map elements using a brush-based system with configurable parameters such as size and rotation randomization. It also supports the placement and configuration of AI encounters, including threat levels, patrol paths, and designated patrol areas, enabling efficient creation of varied and engaging gameplay scenarios.

Steering Behaviours

Implemented advanced steering behaviours for AI navigation, including dynamic obstacle avoidance. These systems allow AI entities to react intelligently to changing environments in real time, improving movement realism and overall gameplay responsiveness.

Education

University of the West of Scotland

B.Sc. in Computer Games Development

July 2024