Eryk Wrochna

Level Designer

"Welcome to my portfolio! I'm Eryk, an aspiring game designer currently studying at FutureGames Warsaw with a keen focus on level design. With a passion for crafting immersive gaming experiences, I've developed 4 exciting projects during my studies, and embarked on several personal projects. Within these projects, I strive to create dynamic, engaging, and atmospheric levels that players will remember throughout their whole playthrough. PS. Full playthroughs of my levels can be found on YouTube."

"The Neighborhood Accident" is the brainchild of my team's creativity during our GP1 adventure—a quirky 3D puzzle narrative game that marks my debut in game development. It's a fun project we cooked up and tossed onto itch.io for everyone to enjoy. Built with Unity, we whipped it together in just three weeks, pouring our hearts into every twist and turn to ensure players have a blast exploring it.

3 WEEKS
10 PEOPLE
Published

My roles:
Gameplay design
Sound design
Level design

During GP2, I led the level design for "Mirage Rush," an awesome third-person sandboarding game. My job was to build several rough draft levels before diving into the final design. Alongside my team, I also handled the level dressing, adding all the finishing touches to bring the level to life. This project was the grand finale of our Unity escapades, wrapping up our journey on a high note.

4 WEEKS
17 PEOPLE
Published

My roles:
Lead level designer
-responsible for full blockout
-some level dressing

Full gameplay playthrough

"In a 7-week horror project titled "The Neglect", developed by a team of 12, I served as the level designer. I was responsible for crafting and iterating the level blockout, ensuring seamless player progression, and optimizing level loading sequences. My role involved determining where and how levels load, guiding players through the experience to maintain tension and atmosphere. I incorporated feedback to refine the level design and contributed to set dressing, enhancing the visual and emotional impact of the game environment.

7 WEEKS
12 PEOPLE
Published

My roles:
Level designer
-Responsible for full blockout
-level streaming
-Level dressing
-Setting the atmosphere

Blockouts

Introducing a project deeply rooted in my admiration for the Witcher series, which stands as my all-time favorite game. It's a passion project born from my love for the dark fantasy theme and the captivating open-world design exemplified by the Witcher games. As I pour my heart into this creation, I'm driven by the desire to capture the essence of what makes the Witcher series so special.

One of my first ever levels showcasing how fast i learn

Map & Level/Quest design Idea

I really wanted to capture the atmosphere of The Witcher as much as possible while also creating an interesting quest design that mimics an open-world game like The Witcher, but ultimately it's a linear quest.

In this level, I also decided not to use blockout and opted for free assets from the marketplace. I wanted to switch up and challenge myself in the same field but with a different approach.

The quest states that the merchant got ambushed, and the player has to retrieve the merchant's wares from the bandits. The merchant also provides important information for the player, stating that the bandit camp is located behind a statue up ahead.

When the player finally completes the first part of the quest, they receive information from the merchant regarding a different quest. This quest foreshadows a mission to slay a monster that attacked a nearby village, promising a substantial prize. However, what the player doesn't know is the twists and turns this quest will entail.

When the player is en route to the village, they can catch sight of a dragon attacking a nearby area, subtly foreshadowing the next quest.

Finally, I utilized many collider boxes to trigger certain events within the world, making it feel more alive and dynamic. I believe this is a crucial aspect, as it adds depth and breathes life into the game, echoing an important pillar of The Witcher series.

Commentary video

Introducing a Resident Evil 8-inspired level that I collaborated on with two colleagues for a school assignment. We divided the level into three parts, with me working on two of them and providing advice on the third. In my opinion, we successfully captured the atmosphere and architecture of the level, infusing it with life while also making it disturbing. Additionally, I believe I created a highly effective blockout level for my assigned areas.

Status: Completed

I was tasked with setting the tone for our level, and I accomplished this by starting the player in the forest. I quickly directed their attention to the distant entrance with the massive mansion looming in the background. This setup aimed to convey a sense of scale and provide the player with a clear objective from the outset.

When the player steps out to the prison area, they are presented with two options. One path is visibly blocked, indicating to the player that it is inaccessible. Meanwhile, the other path is open and accessible, guiding the player towards their intended direction.

This second part of the level takes place inside the mansion, where players are tasked with solving puzzles to ultimately escape. I created the blockout of the mansion's interior, aiming to mimic the architecture of Resident Evil 8. Designing the mansion and setting the atmosphere was a particularly enjoyable aspect of the project for me.

Commentary Video

Introducing my Uncharted-inspired level. The idea behind this project was to challenge myself and create an action-packed third-person level heavily influenced by Uncharted. I believe I successfully captured the atmosphere of the level and crafted a compelling quest to showcase my level design skills. While this project is still a work in progress with more planned, I'm nonetheless proud of what I've achieved so far.

Status: Completed

When starting the level, I aimed for the player to immediately see their main objective: the town in the distance. I attempted to mimic a technique used by Naughty Dog in Uncharted and The Last of Us by presenting the player with an awe-inspiring vista of the destination they are heading towards.

I also incorporated various events to maintain the player's interest while traversing through the level. These events included numerous climbing sections, rope swinging, pushing items, shooting, and sliding down hills. The implementation of the iWALS system by Jakub W greatly enhanced my level, taking it to another level of immersion and engagement.

Another goal I set for this level was to create a visually appealing environment blockout. I designed unique areas for the player to traverse, some of which can be previewed here.

"B.R.E.V is my final project at Futuregames Warsaw, and I think it's my favorite one. What started as a funny idea turned into something unexpectedly exciting and genuinely good! The game draws inspiration from Ghostrunner, Anger Foot, and Clustertruck, combining fast-paced, parkour-style gameplay with quirky mechanics and fun, challenging levels.Set in a parody soda universe, players drink different sodas and collect Mentos to gain special abilities and take down enemies. The ultimate goal is to race through the levels as quickly as possible using slides, wall runs, boosts, and other mechanics."

4 WEEKS
10 PEOPLE
Published

My roles:
Level Designer
-responsible for all blockout levels

Full gameplay blockout playthrough

Gameplay Video

Here’s my newest level, created in UE5. I set a strict two-week deadline for this project and stuck to it. I was inspired by games like Dead Space, Fort Solis, and Alan Wake, aiming to create an eerie atmosphere driven by three core design philosophies: light, sound, and enemy AI.The level also includes survival elements such as ammo, upgrades, health, and side content like collectible notes. My goal was to make a fast-paced, short mission set in a space station where the crew has been consumed by a ghostly presence, turning them against anything that moves. You arrive on a rescue mission, but things quickly take a turn for the worse—now, survival is your only objective.

Status: Completed

When the player starts, the main goal is to reach the medical bay. However, they quickly discover that the medical bay door is locked and can only be opened from the control room. This sets off a side quest within the main quest, which I specifically designed to add depth to the gameplay.ghostly presence, turning them against anything that moves. You arrive on a rescue mission, but things quickly take a turn for the worse—now, survival is your only objective.

As the player traverses the level, I used sound design to create tension and instill fear, reinforcing the survival horror atmosphere. I also introduced enemies controlled by a larger boss, who is later encountered in the medical bay. This setup serves as a test for the player, preparing them for the final confrontation.

Throughout the level, players can find items such as health packs, ammo, upgrade crates, and notes, along with small environmental details like ringing phones and alarms. These elements enhance immersion and make the world feel more dynamic and engaging

Top down views of the level

Gameplay Video

This is Part 2 of my Uncharted project. I split it into two sections because it’s a pretty big level that I was passionate about. The first part featured wild terrain on a mountainside near a town, with no man-made structures.For this part, I focused entirely on the town of Angangueo, a real-life location in Mexico, which I reimagined with some creative spin-offs. My main goal was to emphasize AI and stealth mechanics while also showcasing my skills in designing parkour-friendly environments within an urban setting.

Status: Completed

In this area, I finally implemented AI and stealth. My goal was for the player to rely entirely on stealth without using any weapons. To support this, I designed multiple traversal options, giving players the freedom to choose their own approach. There are a total of six different ways to enter the house, each offering flexibility so that every playthrough feels unique.urban setting.

Before reaching the restaurant, the player faces two challenges: a puzzle—similar to the one encountered in the mountains but more difficult—and a more intense parkour sequence that takes place across rooftops.After leaving the restaurant, the player must complete a simple parkour section leading to the church, which marks the end of the level. Here, I wanted to create a sense of accomplishment, so the church area is designed to feel subtle and relaxing.