
Welcome to My Portfolio
Hi, I'm Szymon Tydrych a game designer studying at Breda University of Applied Sciences. I'm a designer with a strong technical skill set. I love crafting engaging gameplay experiences and solving design challenges. Below you'll find my projects as well as my skills and experience.
Take a look around!
Projects
Hive Dive​
An endless-running on-rail shooter where you pilot a remote-controlled drone into hordes of enemies. Shoot down the invaders, fly through colorful Patagonia, and get the highest score!
Genre: On rails shooter, Action, Endless runner, Flight
Engine: Unreal engine 5
Platforms: PC (Steam)
Team Size: 18
Duration: 16 weeks
Responsibilities:​
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Enemy design
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Encounter design
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Balancing (Player and Enemies)
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AI Implementation
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Level design
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UI​
Crushing Depth
A VR Horror experience set in a German WWII submarine. The player needs to progress by avoiding an entity roaming the submarine and using their wits and a mechanic to switch the environment between a Light and Dark state. The player needs to progress in the dark, but can take refuge in the light.
Genre: VR, Horror, Stealth
Engine: Unreal engine 5
Platforms: PC, Oculus quest 2, Valve index
Team Size: 5
Duration: 16 weeks
Responsibilities:
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Enemy design
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AI Implementation
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Profiling
Camp Champ
Camp Champ is a hectic 2v2 capture the flag game that promises endless fun and laughter. With its goofy combat mechanics, players can enjoy a light hearted yet competitive atmosphere.
Responsibilities:
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Game mode
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Camera
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VFX
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Profiling
Bubble Chemistry
A global game jam game about Bubbles made on Jam Site Breda University of Applied Sciences.
Responsibilities:
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Level Design
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Tech Design
Prototypes
Card UI
The goal for the UI was to make it feel like you’re handling real cards. I curved the cards on screen so they look like they’re being held in a hand.
I looked at different card games for reference and added color coding for each archetype:
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Green for turrets
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Orange for traps
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Blue for abilities
Each card shows its cost below the archetype.
To make the cards feel more dynamic, I added a short delay between each card flipping instead of having them all rotate at once.
Snake AI (Self Study)
I made a custom movement task for the behavior tree in C++. The snake moves in a zigzag pattern while going toward its target. It first takes the path from the Move To function and then adds an offset after a set distance, first to the left and then to the right.
Water Combat
I worked on a project where the goal was to clean the world using water. Based on that idea, I started concepting and prototyping a combat system built around water.
I used water to slide around the level and push enemies into puddles left behind, dealing extra damage.
You could also push enemies without puddles for smaller damage.
For this prototype, I made two enemy types. One simply walks toward the player, and the other charges after waiting for two seconds.
Hiding AI
I created an AI behavior where the enemy tries to hide from the player using EQS. When the AI spots the player, it searches for the closest point behind an object and runs there, choosing a location the player can’t see based on the EQS results.
Niagara Tail VFX (Self Study)
I created a tail effect in Niagara using ribbons. I added points along the ribbon that pull toward each other if the distance becomes too large, which helps keep the tail connected and moving smoothly.
Object inspection
The player can pick up an item and rotate it to inspect it from all angles and search for any clues.
Godot Base movement (Self Study)
I created basic 2D movement in Godot using GDScript, including walk, jump, wall-jump, and double-jump. I also added animations to match the movement.
Skills
Software and Tools
Game Design:
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Enemy Design
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Encounter Design
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Tech Design
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Narrative Design
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Game Programmer
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AI Programmer
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Gameplay Programmer
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Engine Programmer
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Programming Languages
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C++
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PHP
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Python
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C#
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Languages
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Polish
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English
Dutch
Game Development Engines
Unreal Engine 4/5​
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Godot
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Source Control
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Perforce​
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GitHub​
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Production
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Jira
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Confluence
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Notion
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Trello
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Codecks
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