Eryk Wrochna

Level Designer

"Welcome to my portfolio! I'm Eryk, an aspiring Level designer currently Looking for a new role. I have 8 Months of experience as a Junior Level Designer and almost 2 years of experience at Futuregames Warsaw, 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."

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 and gameplay implementation on all 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.