DreamCatcher
Dreamcatcher was our biggest, longest, and most complex project created during our studies. While working on it, we encountered many challenges—it was the first project of this kind for both me and my teammates.
"The ending of the game and the final cutscene (not in-game) are absolutely brilliant!
Of course, watching it almost made my eyes explode from the FPS drops, but it was totally worth sticking around until the end. You’re honestly the only team that recorded facial animations yourselves, added your own voiceovers, wrote an original script, created cutscenes, had actual dialogues, and delivered a true quest flow.
Without a budget, you managed to create a small segment of a game, implementing almost everything from scratch.
And don’t get me wrong—it didn’t just turn out okay, it turned out really, really well." - Our teacher






































Our task was to recreate the mechanics of a chosen game (you can try to guess which one), but Klaudia doesn’t take the easy way out—Klaudia picks one of the hardest games imaginable. Many people tried to talk me out of it, but I’m so glad the project went in this direction.
Our idea was to create "The Witcher" with our own twist. It wasn’t our first project together as a team, so as the team leader, I managed to efficiently plan our work for the next six months.
We started with numerous meetings and discussions about what our game was truly going to be about. We focused on outlining the story, quests, and mechanics we wanted to recreate, as well as playing the original game for inspiration. My main focus was on bringing our main character to life, and fun fact—I also provided the voice and face capture for them! With some help, we managed to write the script for the entire gameplay.


We divided the work into map and location creation, mechanics, models, and quests. For half of the development time, I focused on building the map, but I also helped each of my teammates with their tasks along the way. I created the main menu, served as both the voice and face of our main character, planned the core loops in our storyline, participated in testing combat and mechanics, and optimized the game (which, let’s be honest, didn’t go perfectly—but we don’t talk about that). I also recorded all the cutscenes featured in the gameplay, along with countless other smaller tasks.



